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Constructing  The  Ideal  Computer  Gome 


COMPUTE! 

The  Leading  Magazine  Of  Home,  Educational,  And  Recreational  Computing 

Special  Games  Issue 


$2.50 
July 
1983 
Issue  38 
Vol.  5,  No,  7 

£1.85  UK  Sa25  Canada 

63J79 

ISSN  0194-357X 


Some  Of  The  Finest 
Games  Ever  For 
VIC-20, 64,  Atari,  And 
Other  Computers:         , 
Roadblock,  ih 

Castfe  Quest, 
Goblins,  And  More! 

Circles:  A—^ 
Machine  Language  ;:s?' 
Tutorial  For  Atari  ' 

Backing  Up  Your^ 
VIC-20  And  64  Disks 

REM  Revealed: 
A  Tutorial  For 
PET,  ViC-20,  And 

PLUS: 

Build  Your  Own 
Data  Manager,  Star 
On  The  Radio  Shack 
Color  Computer, 
Gold  Miner  Game  F 
The  TI-99/4A 

0  7 


^74470"633?9" 


Major  Feature: 
New  Products  At  The 

OMDEX 
Dealer  Show 


BUY  A  BAHAMA. 

SAVE  A  BUNCH. 

MORE  TO  COME. 


-r-. 


Leading  Edse  Products,  (nc,  225  Turnpike  StreH  Canton; Massachusetts  02021. 
CaW:  toll-free  V800-343  6833.  or  in  Massachusetts  call  collect  (617)  828-8150  Telex  951  624 


FOR  YOUR  COMMODORE  WORDPROCESSING  NEEDS 

INVEST  IN  THE  BEST 


i 


Professional 
Software  .^.^,^^,0: 


>^»ff* 


PtUS 


PLUS 


WORDPRO  PLUS.  IN  A  OASS  BY  ITSELF. 


When  choosing  a  Word  Processor  for  your  Commodore"  computer,  there's 
no  reason  to  settle  for  anything  but  the  best  —  in  a  word. ,  .WordPro"*. 

With  over  30,000  happy  clients  churning  out  letters  and  documents  all  over 
the  world,  the  WordPro  Pius'"  Series  is  unquestionably  the  #1  selling  soft- 
ware package  on  Commodore  computers!  So  when  you  choose  WordPro, 
you  know  you're  investing  in  a  trial-tested  program  that's  a  real  winner.  And 
WordPro  is  NOW  available  for  your  Commodore  64™  computer—  at  prices 
starting  as  low  as  $89.95. 

Designed  for  the  user  who  has  no  computer  or  word  processing  experience 
whatsoever,  WordPro  Plus  brings  a  new  dimension  to  the  term  "user- 
friendly."  More  than  just  easy  to  use.  WordPro  will  turn  your  Commodore 
computer  into  a  sophisticated  time  saving  word  processing  tool  —  loaded 
with  the  same  inventory  of  features  found  in  systems  costing  much,  much 
more. 

Our  nationwide  team  of  over  600  Professional  Software/Commodore  com- 
puter dealers  will  help  you  choose  the  WordPro  Plus  system  that  is  best  for 
your  needs.  Our  full-service  dealers  have  been  set  up  to  provide  strong 
customer  support,  fn  addition  to  helping  you  choose  the  right  system,  many 
Professional  Software  dealers  also  offer  WordPro  Plus  training  and  system 
installation. 

Professional  Software  offers  a  complete  spectrum  of  WordPro  word  process- 
mg  software  for  Commodore  computers  ranging  from  the  Commodore  64  to 
the  more  business  oriented  8000/9000  series  computers.  And  WordPro  4 
Pfusand  5  Plus  also  interact  with  ourdatabase  management  systems  includ- 
ing InfoPro  and  The  Administrator,  So  whatever  your  Word  Processing 
needs,  there's  a  WordPro  system  that's  right  for  you. 

/VordPro"  and  WordPro  Plus'"  are  trademarks  of  Professional  Software  Inc. 
rhe  WordPro  Plus  Series  was  designed  and  written  by  Steve  Punter  of  Pro  Micro  Software  Ltd, 
Commodore'*  and  the  Commodore  64"  are  trademarks  of  Commodore  Electronics.  Inc. 
Sealer  inquiries  invited. 


WordPro  3  P1us/( 


Invest  in  the  best. . 

WordPro  Plus.  In  a  class  by  itself. 

Call  us  today  for  the  name  of  the  WordPro  Pius  dealer  nearest  you. 

Professional  Software  Inc. 


51  Fremont  Street 
Needham,  MA  02194 


(617)444-5224 
Telex:  951579 


aliens^Dur  Kids  can 

reasQii^^ 
instead  of  destim 


This  year,  thousands  of  kids  will  be 
searching  for  the  most  amazing  thing 

At5pinnaKer,  we  don't  believe  in  the 
"hill  or  be  Killed"  concept  behind  most 
connputer  games.  In  fact  we  believe 
computer  games  should  be  instruc- 
tive, riot  destructive.  Butjustas 
importantly,  they  should  be  fun. 

That's  why  Ih  5EARCh  OF  THE  MOST 
AMAZIMQ  TMIhQ'^is  designed  to  let  your 
Kids  negotiate  with  aliens  instead  of  destroy- 
^0       ing  them.  Because  given  the  opportunity 
im^    Kids  enjoy  using  their  minds. 
It's  Amazingly  Fun. 

The  host  Amazing  Thing  is  out  there 
^somewhere.  Finding  it  won't  be  easy 
But  relax,  your  Kids  will  have  the 
I  help  of  their  old  uncle  5moKe  Bailey 
He'll  give  them  a  B-liner  (sort  of  a 
cross  between  a  hot  air  balloon 
-    and  a  dune  buggy)  to  use  on  their 
journey  They'll  have  to  learn  how  to 
fly  the  B-liner  and  navigate  It  through 
storms  and  fog.  But  before  they  do 
anything,  your  kids  will  have  to  talK  to  Old 
5moKe.  he'll  tell  them  about  the  Hire  People 
and  the  strange  language  that  they  speak  he'll 
also  tell  them  to  avoid  the  dangerous  Mire 
Crabs  and  how  to  get  fuel  for  the  B-liner 

Your  Kids  will  visit  the  Metallican  Auction 
where  they'll  trade  with  the  aliens  for  valuable 
chips.  Your  Kids  will  then  use  these  chips  to  buy 
things  they'll  need  for  their  trip.  And  your  Kids 
will  learn  how  to  fly  over  the  planet  using  their 
jet  pacK. 

The  Most  Amazing  Thing 
holds  great  powers,  but  it  wi 
take  great  sKill,  persistence 
and  imagination  to  find  it. 
Ifs  Amazingly  Educational. 
lh5EARChOFThEh05T 
AMAZIhQThlhC]  is  written  by 
Tom  5nydec  educator  and 
author  of  the  best-selling 
Snooper  Troops'Detective 
Series.  ___ 

And  IlKe  all  Spinnaker  games,  IN 
SEARCh  OF  ThE  MOST  AMAZING  ThlhCj  has  real 
educational  value.  For  instance,  your  Kids  wi 
sharpen  their  ability  to  estimate  distances  and 


quantities.  And  since  theyll  be  navi- 
gating their  B-liner,  they'll  become  aware 
of  distance,  direction  and  time.  They'll  also 
develop  a  KnacK  for  economic  and  monetary 

principles  through  trading  with  the  aliens. 

And  they'll  solve  problems  through  trial 

and  error 
They'll  learn  all  of  these  things,  plus  they'll 

learn  that  nothing  is  impossible  if  you  put  your 
mind  to  it 
A  Novel  Approach  to  Computer  C5ames. 

Besides  offering  your  children  all  of  the  above, 
Ih  SEAf^Ch  OF  ThE  MOST  AMAZIhCj  Thlh(3  gives 
them  an  opportunity  to  develop  their  reading 
sKiils.  Because  included  with  the  game  is  Jim 
Morrow's  new  novel  The  Adventures  of  Smoke 
Bailey*  So  your  children  wlil  have  hours  of  fun 
reading  the  book  or  playing  the  game.  And 
they'll  be  learning  at  the  same  time. 
Parental  Discretion  Advised. 

If  you're  a  parent  who  would  rather  see  your 
kids  reason  with  aliens  than  destroy  them, 
you've  got  plenty  of  reasons  to 
asK  your  local  software  retaiier 
forlMSEARChOFThEMOST 
AMAZIhCj  ThIhCj.  It's  compatible 
withApple;- IBM/ Atari;-' and 
Commodore  64"*  computers. 
And  it  offers  so  much  fun  you'll 
probably  be  tempted  to  play  it  yourself. 
Or  you  can  write  us  directly  at: 
Spinnaker  Software,  215  First  Street, 
Cambridge,  MA  02142. 

You'll  find  this  is  one  computer  game  that 
won't  alienate  you  from  your 
children 


s>inff^Mi^ER 


\Afe  make  learning  fun. 


Apple,  (AM  fSnd  AMf  [  are  fegistefed  tradernarKf,  of  Apple  Computer,  Irvc,  Irslematiorial  Business  hAcnJOCi  Cwp  and  Atafi,  inc,  fespecttvcly  Ct>mrnodore  64  is  a  irademarh  of  Commodore  CtecUonics  Umued 
©  1985  Stpinrvahef  5oltwafc  Corp  All  rights  reserved 


^vc.--.!^«s.'r 


^'^^  ,,  o^^^^  r  none  Dt:^^ 


SS^Sgfess 


i^*'^&^.^s. 


pet*pr:v:/vKSfi\' 


^'''^■'  Lra\s  af^°  ^«<;  soc'r>  3^ 


o^v<^rfe^! 


:r>.^'^!,,e^v^«^'= 


July  1983    Vol.  5.  No.  7 


FEATURES 


30    Constructing  The  Ideal  Computer  Game,  Part) ..,.,. Orson  Scott  Card 

42    New  Products  At  The  Comdex/Spring  Computer  Show  ., . , Tom  R.  Ha!fhill 

98    Techniques  For  Writing  Your  Own  Adventure  Game ....Charles  Perkins 

104    Game  POKEr  For  VIC  And  64 Dan  Carmichael 


EDUCATION  AND  RECREATION 


54    RATS!  ..,. , ..., MikeSteed 

^    Goblin .....DanGoff 

76    SpeedSki DubScroggin 

85    Castle  Guest ...........Timothy  G  Baldwin 

92    The  Fortress  Of  Adni I George  W,  Miller 

108    Roadblock , Brian Holness 

116    Time  Bomb , DougSmook 


REVIEWS 


120  Copy-Writer  Word  Processor Louis  F.  Sander 

123  Mastertype Tjna  Holcomb 

124  Claim  Jumper  For  Atari Fred  Pinho 

126  Courseware  Report  Cord  And  Educational  Software  Directory Sheila  Cor/ 

128  Legionnaire  For  Atari E.  P.  McMahon 


COLUMNS  AND  DEPARTMENTS 


6    The  Editor's  Notes ., Robert  Lock 

10    Readers' Feedback The  Editors  and  Readers  of  COMPUTE! 

18    Computers  And  Society:  TTie  Fifth  Generation .,..,... David  D.Thornburg 

22    The  Beginner's  Page , .....Richard  Mansfield 

28    Questions  Beginners  Ask Tom  R.  Half  hill 

136    On  The  Rood  With  Fred  D'lgnozio Fred  D'Ignazio 

142    Friends  Of  The  Turtle  ,. .,....,.,.,. David  D.Thornburg 

146    Learning  With  Computers:  A  Library  At  Your  Fingertips Glenn  M.  Kleiman 

150    The  World  inside  The  Computer:  Super  baby  Meets  The  Computer Fred  D'Ignazio 

186    INSIGHT  Atari  , Bill  Wilkinson 

192    Machine  Language:  Numeric  Output  Part  III Jim  Butterfield 

196    Programming  The  Tl:  Planning  Color  Sets C,  Regena 


THE  JOURNAL 


156    How  To  Create  A  Data  Filing  System:  Part  L  Choosing  The  Right  File  Type Jim  Fowler 

160    How  To  Moke  Backup  Disks  For  VIC  And  64 Harvey  B.  Herman 

165    Circles Jeffrey  S.  McArthur 

170    PET  Uncompactor David  L  Evans 

172    Statistical  Test  Of  Commodore  And  Radio  Shack  RND Brian  Flynn 

178    How  The  VIC/64  Serial  Bus  Works Jim  Butterfield 

200    Atari  Sound  Experimenter  . , ,,,...  Matt  Giwer 

204    Commodore  REM  Revealed ......,...,...!!!!!!!  John  L.  Darling 

212    VIC  Musician Bloke  Wilson 

216    Timex/Sincloir  Screenscrolls ,..,.,.. , , Gien  Martin 

218    Commodore64  Video -A  Guided  Tour,  Part  VI Jim  Butterfield 

221    Atari  Artifocting Judson  Pewther 

224    All  About  The  Commodore  USR  Command John  L  Darling 

230    Commodore  Programmer's  Alarm  Clock Bruce  Jaeger 

233    Stars , George  Trepal 

235    Visiting  The  VIC-20  Video,  Pari  III Jim  Butterfield 

239    Atari  Laser  Gunner  II:  AVerticol  Blank  Enhancement Thomas  A  Marshall 

242    Tl  Mailing  List ^  Doug  Hapeman 

246    VIC  Bitmapping C.D.Lane 

112  COMPUTEI's  Author  Guide 

132  How  To  Type  COMPUTEI's  Programs 

134  A  Beginner's  Guide  To  Typing  In  Programs 

252  CAPUTE!  Modifications  Or  Corrections  To  Previous  Articfes 

255  News  &  Products 

268  Product  Mart 

272  Advertisers  Index 


NOTl:  See  page  132 
before  typing  in 
programs. 


GUIDE  TO  ARTICLES 
AND  PROGRAMS 


V/64 


P/64 
V/64/AT/TI/AP 
V 
AT 
T/S 
AT 
V 


AP/P/64 

AT/AP 

AT 


AT 


AT 
Tl 


V/64 

AT 

P 

PA//64/CC 

V/64 

AT 
P/V/64 

V 

T/S 

64 

AT 
P/V/64 
PA//64 

C 

V 

AT 

Tl 

V 


AP  Apple,  AT  Atari,  P  PET/ 
CBM,VVIC-20,OOSI,C 
Radio  Shack  Color  Com- 
puter, 64  Commodore  64, 
T/S  Timex/Sinclatr,  Tl  Texas 
Instruments ,  *AII  or  several 
ofthecbova 


COMPUTE?  The  Journal  for  Progressive  Computing  (USi^:  537250)  is  published  12  times  each  year  bv  COMPUTE! 
I'ublic^tiuns,  Inc.,  P,0.  Box  5406,  Greensboro,  NC  27403  USA.  Phone:  (919)275-9809,  Edilorial  Offices'are  located  at 
305  Edwardia  Drive,  Greensboro,  KC  27409.  Domestic  Subscriptions:  12  issues,  S20.00.  Send  subscription  orders  or 
change  of  address  (P.O.  form  3579)  to  Circulation  Dept.,  COMPUTE!  Magazine,  P.O.  Box  3406,  Greensboro,  NC 
27403.  Second  class  pt^stage  paid  at  Greensboro,  NC  27403  and  additional  mailing  offices.  Entire  contents  copvrieht 
©  1983  by  COMPUTE!  Publications,  Inc.  All  rights  reserved.  ISSN  0194-357X. 


TOLL  FREE 

Subscription 

Order  Line 

800-334<0868 

In  NC  919-275-9809 


EDITORS  NOTES 


The  Magazine  Epidemic 

It's  mildly  distressing  to  observe 
the  rash  of  new  computer 
magazines  in  preparation  or 
now  being  launched.  While  some 
appear  to  be  the  result  of  dedi- 
cated, sincere  efforts  at  serving  a 
market  niche^  and  serving  it 
well,  many  seem  to  be  efforts  to 
simply  get  something  on  the 
shelf/ 

It  would  seem  that  every 
publisher,  large  and  small,  in 
the  country  has  suddenly  dis- 
covered the  personal  computer 
marketplace.  We  welcome  those 
of  you  providing  genuine  reader- 
ship; we'll  reserve  comment  on 
those  of  vou  who  are  slapping  a 
computer  label  on  inferior  edito- 
rial matter  as  a  medium  for 
selling  advertising.  We're  firm 
believers  in  the  inherent 
decision-making  strength  of  the 
free  marketplace.  Time  will  telL 

The  New  Computers 

Will  the  surge  of  intelligent 
keyboards  for  game  machines 
have  a  massive  impact  on  per- 
sonal computer  sales?  We  think 
not.  With  Atari,  Commodore, 
and  TI  battling  it  out  in  the  price 
trenches,  we  expect  to  see  the 
less  than  $100  market  begin  to 
expand  in  the  features  area. 
Principal  change:  more  memory 


at  less  cost.  And  we'll  just  keep 
growing  from  there. 

Random  Bits 

IBM's  home  computer  (code 
name  Peanut)  is  now  rumored 
to  appear  by  August.  We  expect 
this  baby  PC  to  come  in  as  a  mid- 
market  machine  with  superb 
design,  lots  of  support,  and  a 
slightly  high  price  point  in  the 
$600  range.  From  a  marketing/ 
value  added  standpoint,  the 
IBM  name  and  reputation  carries 
clout  and  has  consimier  impact. 
If  and  when  it  arrives,  it  will  be 
an  interesting  competitor  for  the 
Commodore  64  and  the  soon-to- 
be-introduced  Atari  600  and 
800XL. 

We  hear  that  John  Wiley, 
the  book  publishing  house,  is 
hard  at  work  setting  up  a 
magazine  staff  to  launch  a  per- 
sonal computer  magazine.  Atari, 
Inc.  has  decided  to  accept  adver- 
tising in  their  users  magazine. 
As  with  Commodore  publica- 
tions, expect  serious  restraints 
on  what  type  of  advertising  is 
allov^^ed.  Rumor  has  it  that  Atari 
won't  be  accepting  game  soft- 
ware advertising.  We  find  that 
one  hard  to  believe. 

CBS  is  now  looking  for  an 
entry  into  the  computer  maga- 
zine market.  Rich  Richmond, 


formerly  Adventure  Interna- 
tional Marketing  Manager, 
prepares  to  launch  an  Atari 
magazine  (should  w^e  sav 
"Another  one..."?).  All  of  this 
after  unsuccessfully  trying  to 
raid  COMPUTErs  staff  for  several 
weeks. 

Commodore,  now  in  the 
publishing  business,  has  become 
distant  with  COMPUTE!  and 
COMPUTE!' s  Gazelle  editors. 
We've  always  maintained  that 
there's  intrinsic  value  in 
independence. 

Next  month:  The  Consumer 
Electronics  Show  and  a  flock  of 
exciting  new  products.  We  just 
returned  from  the  National  Com- 
puter Conference  in  Anaheim 
and,  as  far  as  the  personal/home 
market  goes,  it  simply  makes  us 
long  for  the  arrival  of  CES.  One 
point  worth  noting:  several 
hundred  exhibitors  at  this  multi- 
million  dollar  show  were  housed 
in  quasi-permanent,  infla table 
Quonset  huts.  Air  conditioning 
failed  and  by  late  Monday,  May 
16.  internal  temperatures  ap- 
proached 115.  So  much  for  state- 
of-the-art  technology  at  a  state- 
of-the-art  show. 


6    COMPirrei    Juty1983 


ATARI"  DOES  MORE  THAN  ANYONE 

ELSE  TO  GIVE  ^U  TWD  HELPFUL 

KINDS  OF  ODMPUTER  SERVICE. 

LOCAL.  LONG  DISIANCE. 


"     '  ,c„it:  of  your  ATARI  system  is  avait- 
..fOR  INFORMATION  CALL" 

AUTHORIZED  SERVICE 

DIGITALWORLD.INC. 
''In  Army  Trail  Rd. 


7U  Arm  fr 


/I'   '   ,1 

/.foi^VIDEOCORR 


312-628-9222 


'^^fniAT-NWH.gh 
B%nngton,  IL 3J2-382-3932 


RexTvstF 

6450  N.  n^- 

"K?  TV  SEI 

18666  I  J 

HofTtewoc 

RON'S  TV  « 

^  Joliet.  IL  4 
OLEN'STvtr 


If  you  need  someone  to  fix  your  ATARI®  Video 
Game  or  Home  Computer,  youll  find  the  best 
place  is  also  the  closest. 

We  have  over  1,600  ATARI  SERVICE''^  Centers 
coast  to  coast;  just  look  in  the  Yellow  Pages  under 
Video  Games  or  Computers. 

And  if  you  have  any 
kind  of  question  about  your 


ATARI  Home  Computer— how  to  do  something 
new  with  it,  how  to  debug  one  of  your  own  pro- 
grams, what  kind  of  peripherals  are  best— call  the 
ATARI  Help  Line  and  taD<  to  an  ATARI  expert. 
Our  toll-free  number  is  1-800-538-8543.* 

At  ATARI  SERVICE,  we 
take  care  of  you.  As  well  as 
your  ATARI  system. 


HiHmocnvHiC 


FACTORY  mJHMZED  NETWORK 


WE  ANSWERXXfRCALL  FOR  HELP 


"California:  1-800-672-1404 


am   ©  1983  Atari,  Inc.  All  Rights  Reserved.  0*A  Warner  Communications  Company 


Publ  isher/t  d  itoM  n  -Cn  ief 
Publisher's  Asststont 


Robert  Clock 
Alice  S-Wotte 


Senior  Editor 
Monagmg  Edilor 
Assistant  Managing  Editor 
Production  Editor 
Features  Editor 
Tectinical  Editor 
Program  Edifor 
Assistant  Editors 

Assistant  FeaJures  Editor 
Assistant  Copy  Editor 
Editorial  Assistont 
programming  Assistants 

Administrative  Assistants 

CopyAssistonts 

Associate  Editors 


P.O 


Richard  Monsfield 
Ka'h.ieen  E.  Marti  nek 
Tony  Roberts 
Goii  Walker 
TomR.Holthill 
Ottis  R  Cowpef 
ChoriesBronr^on 
Don  CornriFchael 
Lance  Elko 
John  Blockfofd 
Juonfto  Lewis 
KattiyYakol 
PatrckParrish 
Gfegg  Peele 
Jdnathon  B^d 
Vicki  Jennings 
Lauro  MacFadden 
Julia  Fleming 
Becky  Hall 
Sa rati  Johnston 
Linda  Sliow 
Jim  fiuttertiefd, 
Toronto,  Canada 
HoA/eyHerrrTon, 
Gf  eensbof  o,  NC 
Fred  DTgnozJo. 
2117  Coftef  Ra  S.W, 
RoarX)ke.  VA  24016 
David  Thornburg 
Box  1317,  Los  Aitos.  CA  94022 


Contributing  Editor 


COMPLfT^rs  Book  Division 

Editor 

Assistant  Edilor 

Ad  m  in  ist  rative  Assi  sta  nt 

Artist 


Onon  Scott  Card 
Stephen  Levy 
Carol  Eddy 
Janice  Fa IV 


Art  Di rector/Prod u cti on  Manage r  Geo rg ia  Papadopoulos 


Assistant 
Artists 

Typesetting 
llfustratoi 

Promotion  Assistant 
Production  Assistanl 


trma  Swain 
De  Potter 
Jeon  Hendrix 
Terry  Costi 
HcrryBtair 
Todd  HeinrrarcJ.' 
DoiRees 


Associate  Publi  slier/ 
N  at  iono  I  Ad ve  rtisi  ng 
SaSes  Manager 
Advertising  Coordinator 
Advertising  Accounts 
Sales  Assistont 


Andy  Meehon 
Potti  Williams 

Bon  ni  e  Va  f  enti  no 
Rosemane  Davis 


Operation  s-'Customer 
Service  Manoger 
Assistants 

Dealer  Coofdinotof 
Assistonts 


Shipping  &  Receiving 


Carol  Lock 
Patty  Jones 
Shannon  Meyer 
Fro  n  Lyons 
Gail  Jones 
Shoron  Minor 
Christine  Gordon 
Cossondra  Robii^tson 
MarySprogue 
DofOttiyBogan 
Chris  Potty 
Rhonda  Savage 
LisaFloharly 
Corol  Dickerson 

JirT\  Coward 
Larry  OConnor 
CtifJs  Coin 
John  B.  McConnel! 


Data  Processing  Manager 
Assistant 


Leon  Stokes 
Joan  Compton 


Accourifing  Moriager 
Bookkeeper 
Accoun  t  ing  Assista  nts 

Assistants 


W  Jerry  Day 

Ellen  Day 

Linda  Miller 
Doris  Holt 

Ruth  Granger 
Anna  Harris 
EmilieCovil 

Anne  Ferguson 


Robert  C.  Lock  President 

W.  Jerry  Day,  Vice-President  and  Comptrolier 

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Authors  of  manuscripts  warrant  that  oli  materials  submitted  to  COMPUTE!  are  originol  materials  witti  full 
ownership  rights  resident  in  said  authors.  By  submitting  articles  to  COMPUTE!,  outhors  ocknowiedge  that 
such  materials,  upon  acceptance  for  publication,  become  the  exclusive  property  ot  COMPLfTE!  Publica- 
tions, Inc.  No  portion  of  this  magazine  may  be  reproduced  in  any  form  without  written  permission  from  the 
publisher.  Entire  contents  copyright  •*  1983,  COMPUTE!  Publications,  Inc.  Rights  to  programs  developed  and 
submitted  by  authors  are  explained  in  our  author  contract.  Unsolicited  materials  not  accepted  for  publica- 
tion in  COMPUTE!  will  be  returned  if  author  provides  a  self-addressed,  stamped  envelope.  Programs  (on 
tope  or  disk)  must  accompany  each  submission.  Printed  listings  are  optional,  but  helpful.  ArticJes  should  be 
furnished  as  typed  copy  (upper-  and  lowercase,  pleose]  with  double  spacing.  Each  page  of  your  article 
should  bear  the  titte  of  the  article,  date  and  name  of  the  author.  COMPUTE!  assumes  no  liability  for  errors  in 
articles  or  advertisements.  Opinions  expressed  by  authors  ore  not  necessarily  those  of  COMPUTE!. 


P£T.  CBM,  VIC- 20  and  CommodOfe  64  cue  ncxJemoria  of 

Comrrxxiofe  Bustfiess  Pitochinsi  Inc.  orxi/of  Commtxlcxe  Electronics  Limrted 

ApQie  IS  a  tTodemarit  o*  Apple  Computef  Componv 


ATAia  li  o  tfodemoric  of  Atoix  Inc. 

TI99/4A  IS  a  tiodemofk  oT  Texas  Instrunwnts.  Irx:. 

ftadio  Shock  Cokx  Compolef  h5  o  trodemork  of  Tondv.  i 


8    COMPUTE!    Jufy1983 


V 


Qz  commodore 


CBM 


computer 


AN  INFORMATION  MANAGEMENT  SYSTEM 
FOR  YOUR  COMMODORE  COMPUTER 


InfoPro  is  a  menu  driven  and  interactive  "information  management" 
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makes  InfoPro  unusually  easy  to  learn  and  just  as  easy  to  operate. 

For  Mailing  List  applications  InfoPro  can  print  up  to  8  labels  across 
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Another  extremely  powerful  feature  of  InfoPro  is  Super  Scan.  The 
Super  Scan  feature  acts  like  an  "electronic  filing  cabinet"  and  pro- 
vides the  user  with  almost  instantaneous  access  to  the  data  stored 
in  a  file.  The  powerful  Report  Generator  allows  you  to  "select"  infor- 
mation for  printing  based  on  up  to  5  different  parameters  or  criteria 
and  to  perform  various  math  functions. 

Another  powerful  and  indispensable  feature  is  InfoPro 's  ability  to 
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WordPro     and  InfoPro    are  registered  trademarks  of  Professional  Software 


management  to  the  area  of  word  processing,  allowing  the  user  to 
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As  with  all  Professional  Software  products,  InfoPro  comes  complete 
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READERS'  FEEDRACK 


The  Editors  and  Readers  of  COMPUTEi 


64  Screen  Problems 

I  own  a  Commodore  64  computer.  While  I  am 
quite  pleased  with  its  performance,  there  is  a  prob- 
lem. Any  program  that  uses  the  BASIC  commands 
GET  or  INPUT  causes  severe  interference  in  the 
form  of  many  white  (silver)  horizontal  lines  which 
shoot  across  the  color  TV  screen. 

I  also  purchased  some  software  (namely  The 
Word  Machine  and  The  Name  Game)  from  Commo- 
dore and  these  programs  exhibit  that  same,  quite 
annoying,  problem.  I  might  add  that  three  friends 
here  in  Albany  who  also  own  the  C-64  have  the 
exact  same  problem.  I  have  heard  that  Commo- 
dore replaced  a  video  chip  in  the  later  models  (of 
which  mine  is  one)  and  that  there  are  problems 
with  this  new  chip. 

My  question  is:  will  Commodore  solve  what 
may  be  a  very  large  (in  number  of  computers) 
problem?  My  warranty  is  close  to  expiration. 

Donald  G.  Weiser 

This  is  probably  the  question  we're  asked  most  about  the 
Commodore  64.  The  problem  that  you  are  referring  to 
has  come  to  be  bwwn  as  ''sparkle/' 

The  problem  starts  zcith  the  64' s  character  ROM, 
and  the  sparkle  is  caused  by  the  way  the  64  generates  its 
characters  to  put  onto  the  screen. 

However,  this  problem  can  he  more  than  a  were 
inconvenience  in  the  early  machines.  It  can  cause  diffi- 
culties with  some  programs,  especially  ganws.  When 
utilizing  the  advanced  64  Sprite  features  (user  defined, 
moveable  objects),  the  sparkles  can  cause  the  computer 
to  register  a  sprite  collision  when  none  has  occurred. 

There  are  some  solutions.  Oiw  is  to  make  a  fetv 
hardware  modifications  inside  the  64,  but  this  solutioti 
isfroioned  upon  by  Commodore,  ami  may  void  your 
loarranty.  Another  is  screen  relocation.  It  is  said  that  if 
you  relocate  the  screen  memory  into  another  area  of 
RAM,  the  sparkle  will  disappear. 

As  for  the  intmber  of  units  plagued  by  this  problem. 
Commodore's  estimate  is  five  percent.  It  should  be  iwted 
though,  that  ahuost  all  of  the  early  nmdels  had  sparkle, 
and  as  of  this  writing  the  problem  is  apparently  still  not 
solved.  As  a  matter  of  fact,  COMPUTE!  recently  pur- 
chased txvo  64s  for  testing  purposes,  and  one  has  a  very 
severe  "sparkle"  problem. 

In  answer  to  your  question  on  repairs,  Commodore 
has  no  set  policy  in  this  area.  For  units  that  are  under 

10    COMPUTEi     July  1983 


warranty,  Conn}iodore  says  that  it  "will  attempt  to  repair 
anything  ?p/7/?  which  the  customer  is  dissatisfied. 

Conceriiijjg  units  out  of  warranty,  Commodore 
had  no  comnunit.  However,  a  number  of  computer 
dealers  and  repair  centers  have  stated  that  they  will 
install  the  jww  or  updated  character  ROMs  if  they  can 
get  them  froin  Comnunhre.  Commodore  has  said  that 
they  have  not  yet  decided  whether  or  not  they  will  make 
the  ncio  character  ROMs  available  to  the  service  centers. 


ATimex/SinclairTip 

I  have  sometimes  experienced  problems  on  my 
ZX81  while  changing  line  numbers.  A  line  30  that 
I  am  unable  to  delete,  for  instance,  might  appear 
after  a  line  2000.  As  a  solution  of  sorts,  1  came  up 
with  the  following  short  routine  (also  applicable 
to  the  T/S  1000)  which  allows  me  to  locate  the  line 
in  memory  and  POKE  in  a  valid  line  number. 
This  routine  gives  the  location  in  memory  of  a 
program  by  line  number.  RUN  it  by  typing  GOTO 
9500  -  After  INPUTing  a  particular  line  number,  it 
will  tell  you  the  length  of  that  line  and  how  long 
the  program  is  through  the  end  of  that  line.  As 
you  can  see  in  the  sample  run,  the  portion  of  the 
program  considered  here  is  516  bytes  long  (inci- 
dentally, line  1  will  not  work  in  this  test). 

John  B.  Swetland 


1  LET  TEST=9500 

10  LIST 

9500  PRINT "ENTER  LINE  NUMBER" 

9502  PRINT 

9503  INPUT  AQ 

9504  LET  N=16509 
950  5  LET  N=N+2 

9506  LET  N=N+(PEEK  N)+ ( PEEK (N+1) *256 ) 

9507  LET  N=N+2 

9508  IF  (PEEK  N*256  ) -i-(  PEEK(N+1 )  )=AQ  THEN 

PRINT r "LINE  ";AQ?"  STARTS  AT  ";N 

9509  IF  (PEEK  N*256 ) + ( PEEK (N+l ) ) =AQ  THE 

N  GOTO  9511 

9510  GOTO  9505 

9511  PRINT 

9512  LET  I=(N+50) 

9513  FORR  J=N  TO  I 

9514  IF  PEEK  J=118  THEN  PRINT *'LINE  ";AQ;" 

ENDS  AT  ";J 

9515  IF  PEEK  J=118  THEN  GOTO  9517 

9516  NEXT  J 

9517  PRINT 


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y 


Can  A  COMPUTER  MAKE  YOU  CKf?  , 


Right  now;  no  one  knowsThis  is 
partly  because  many  would  consider 
the  very  idea  frivolous.  But  it  s  also 
because  whoever  successfully  ans- 
wers this  question  must  first  have 
answered  several  others. 

Why  do  we  cry?  Why  do  we 
laugh,  or  love,  or  smile?  What  are  the 
touchstones  of  our  emotions? 

Until  now,  the  people  who  asked 
such  questions  tended  not  to  be 
the  same  people  who  ran  software 
companies.  Instead,  they  were 
writers,  filmmakers,  painters,  musi- 
cians. They  were,  in  the  traditional 
sense,  artists. 

IS  We're  about  to  change  that 
tradition.The  name  of  our  company 
is  Electronic  Arts. 

SOFTWARE  WORTHY 
OF  THE  MINDS  THAT 

USE  IT.  We  are  a  new  association 
of  electronic  artists  united  by  a  com- 
mon goal  —  to  fulfill  the  enormous 
potential  of  the  personal  computer. 

In  the  short  term,  this  means 
transcending  its  present  use  as  a  facili- 
tator of  unimaginative  tasks  and 
a  medium  for  blasting  aliens.  In  the 
long  term,  however^  we  can  expect 
a  great  deal  more. 

These  are  wondrous  machines 
we  have  created,  and  in  them  can  be 
seen  a  bit  of  their  makers.  It  is  as  if 
we  had  invested  them  with  the  image 
of  our  minds.  And  through  them,  we 
are  learning  more  and  more  about 
ourselves. 

B  We  learn,  for  instance,  that  we 
are  more  entertained  by  the  involve- 
ment of  our  imaginations  than 
by  passive  viewing  and  listening. We 
learn  that  we  are  better  taught  by 
experience  than  by  memorization. 
And  we  learn  that  the  traditional 


distinctions— the  ones  that  are  made 
between  art  and  entertainment  and 
education  —  don't  always  apply 

TOWARD  A  LANGUAGE 

OF  DREAMS.  In  short,  we 
are  finding  that  the  computer  can  be 
more  than  just  a  processor  of  data. 

It  is  a  communications  medium: 
an  interactive  tool  that  can  bring 
people's  thoughts  and  feelings  closer 
together^  perhaps  closer  than  ever 
before.  And  while  fifty  years  from 
now,  its  creation  may  seem  no  more 
important  than  the  advent  of  motion 
pictures  or  television,  there  is  a 
chance  it  will  mean  something  more. 

Something  along  the  lines  of 
a  universal  language  of  ideas  and 
emotions.  Something  like  a  smile. 

The  first  publications  of  Electronic 
Arts  are  now  available.  We  suspect 
you'll  be  hearing  a  lot  about  them. 
Some  of  them  are  games  like  you've 
never  seen  before,  that  get  more 
out  of  your  computer  than  other 
games  ever  have.  Others  are  harder 
to  categorize— and  we  like  that. 

Watch  us.  WeVe  providing 

a  special  environment  for  talented, 
independent  software  artists.  Its 
a  supportive  environment,  in  which 
big  ideas  are  given  room  to  grow^. 
And  some  of  Americas  most  re- 
spected software  artists  are  beginning 
to  take  notice. 

We  think  our  current  work  reflects 
this  very  special  commitment. 
And  though  we  are  few  in  number 
today  and  apart  from  the  main- 
stream of  the  mass  software  market- 
place, we  are  confident  that  both 
time  and  vision 
are  on  our  side. 

Join  us. 
We  see  farther.   Electronic  arts 


m 


Software  ARTISTS?  'Tm  not  so  ^ 

sure  there  are  any  software  artists  ytt" 
says  Bill  Budge/* We've  got  to  cam  that 
title."  Pictured  here  are  a  few  people 
who  have  come  as  dose  to  earning  it  as 
anyone  we  know 

That's  Mr.  Budge  himself,  creator 
of  PINBALL  CONSTRUCTION 
SET,  at  the  upper  right. To  his  left  are 
Anne  Westfall  and  Jon  Freeman  who, 
along  with  dieir  colleagues  at  Free  Fall 
Associates,  created  ARCHON  and 
MURDER  ON  THE  ZINDERNEUF 

Left  of  them  is  Dan  Bunten  of 
Ozark  Softscape,  the  firm  that  wrote 
M.  U.  L.E.To  Dans  left  are  Mike  Abbot 
(top)  and  Matt  Alexander  (bottom), 
authors  of  HARD  HAT  MACK.  In  the 
center  is  John  Field,  creator  of  AXIS 
ASSASSIN  and  THE  LAST  GLAD- 
IATOR. David  Maynard,  lower  right, 
is  the  man  responsible  for  WORMS? 

When  you  see  what  they've  accom- 
plished, we  think  you'll  agree  with  us 
that  they  can  call  themselves  whatever 
they  want. 


9518  PRINT"LINE  ";AQr*'  IS  ";J-N;*'  BYTES  L 

ONG" 

9519  PRINT 

9520  PRINT  J-16509;"  BYTE  PROGRAM  (PLUS  D 

IMS)" 
9600  STOP 

9990  INPUT  H$ 

9991  SAVE"TEST" 

9992  GOTO  1 

9509  IF  (PEEK  N*256 )+(PEEK (N+l ) )=AQ  THEN 

GOTO  9511 
9513  FOR  J=N  TO  I 

Sample  Run 

ENTER  LINE  NUMBER 
LINE  9600  STARTS  AT  17020 
LINE  9600  ENDS  AT  17025 
LINE  9600  IS  5  BYTES  LONG 
516  BYTE  PROGRAM  (PLUS  DIMS) 


Thank  you  for  this  handy  tip.  We  can  see  where  this 
program  might  also  be  useful  in  handling  machine  Ian- 
guage  routines. 

VIC  Memory  Loss  Cure 

When  using  programmable  characters,  you  lose 
some  of  your  present  memory.  Is  there  any  way 
to  regain  that  memory  without  turning  off  the 
VIC? 

Brian  Gaetjens 

YeSr  and  it  can  be  done  tvith  a  few  easy  POKEs.  The 
most  common  way  that  monory  is  reserved  for  pro- 
grammable  chnraclers  is  by  POKEing  locations  51  and 
52  (the  "pointer"  for  string  storage  in  RAM),  and 
locations  55  and  56  (the  pointer  for  the  limit,  or  "top/' 
of  memory).  In  the  unexpanded  VIC,  the  most  common 
ivay  to  reserve  character  set  space  is  to:  POKE  57,0: 
POKE  55,0:  POKE  5228:  POKE  56^8.  This  will 
reserve,  or  partition  off,  512  bytes  (enough  for  64  pro- 
grammable characters)  at  the  top  of  BASIC  RAM,  leav- 
ing the  programmer  with  3069  bytes  for  BASIC  pro- 
grams. To  )'esel  the  VIC  to  its  original  parameters, 
)ype:  POKE  5h0:  POKE  52,30:  ^POKE  55,0:  POKE 
56,30.  This  will  restore  the  VIC  to  its  original 
configuration,  and  give  you  3581  bytes  for  BASIC 
programming. 

Monitor  Sound 

I  currently  have  a  48K  Atari  800  with  a  PERCOM 
disk  drive.  I  would  like  to  connect  my  computer 
to  an  RGB  color  monitor  instead  of  a  TV,  But  in 
doing  so,  I  would  lose  all  audio.  Is  there  a  way  to 
have  the  sharpness  of  a  color  monitor  and  yet 
retain  the  sound  capability  necessary  for  the 
majority  of  Atari  programs? 

John  C.  Nardi 

First  of  all,  check  the  particular  brand  of  color  monitor 

you  intend  to  buy.  Some  monitors  do  have  a  built-in 
audio  capability.  Other  solutions  would  be  to  connect 

14    COMPUra*    July  1983 


the  audio  output  signal  (pin  3  of  the  Atari's  numitor 
plug)  to  your  stereo  system,  or  to  an  iiwxpensive, 
battery-powered  amplifier  available  at  nwst  electronics 
supply  houses. 

An  Atari/Commodore  64  Connection 

Can  an  Atari  810  or  other  Atari  disk  drive  be  in- 
terfaced to  a  Commodore  64?  I  am  thinking  of 
buying  a  64  as  a  second  computer  and  would  like 
to  use  my  present  Atari  peripherals  on  the  64. 
Also,  can  the  64' s  SID  sound  chip  be  hooked  up 
to  an  Atari? 

David  Lee 

Both  machines  could  communicate  oi^er  a  telephone 
modem  hookup.  Alternatively,  you  could  Iux}k  them  up 
directly  using  Commodore's  RS-232  cartridge  and 
Atari's  850  interface  module  (through  its  RS-232  piort). 
You  would  likely  be  unsatisfied,  though,  at  the  slow 
rate  by  zohich  data  would  be  transferred  between  the 
two  computers.  Likewise,  attempting  to  connnuiiicate 
to  the  SID  chip  from  the  Atari  would  be  azokward.  The 
whole  ivould  probably  be  less  than  the  sum  of  the  parts 
if  you  tried  to  gang  these  compmters  together  and  think 
of  them  as  a  team. 

Atari  and  Commodore  use  very  different  peripheral 
buses  (interface  plugs).  Although  both  have  a  serial 
bus,  the  64  uses  a  variant  of  the  popular  RS-232C  bus, 
while  the  Atari  uses  a  complex  serial  standard. 


VIC  Disk  Details 

1  own  a  Commodore  VIC-20.  I  need  a  disk  drive 
now,  but  I  do  not  want  to  get  a  1541  because  I 
may  upgrade  to  a  PET  in  the  future  and  do  not 
want  to  buy  a  whole  new  drive.  If !  use  a  VIC  to 
lEEE-488  interface  to  a  2031  drive,  will  I  retain  all 
the  standard  Commodore  disk  commands?  Will  I 
need  DOS  for  the  203]  or  the  1541?  Please  help. 

Larry  Abramowitz 

You  will  retain  all  of  the  standard  commands.  One  of 
the  main  reasons  for  the  manufacturing  of  an  lEEE-488 

interface  is  for  upgrade  adaptations  like  the  one  you're 
contemplating.  There  are  several  such  interfaces  on 
the  market  nozv.  DOS  is  buill  into  both  the  2031  and 
the  1541. 

Automatic  BASIC  To  Machine 
Language  Converter 

Is  there  anything  on  the  market  that  will  convert 
standard  BASIC  programs  into  machine  language? 
I  need  this  for  my  Commodore  64  and  its  graphics. 

Ben  Savage 

Your  question  is  about  speed:  a  program  written  in 
machine  language  can  run  a  thousand  times  faster  than 
the  same  thing  programmed  in  BASIC,  Some  games, 


r>- 


*'>VANce 


'iNDen 


REFINED  LUBRICANT 


E^*^ 


You  can  wait  for  industry  standards 

to  mandate  improved  performance. 

Or  you  can  have  it  now  on  IMaxell. 

Tiie  Goid  Standard. 


The  refinements  of  The  Gold  Standard,  from 
oxide  particles  to  lubricant  to  jacket,  are  uniquely 
Maxell.  And  therefore,  so  are  the  benefits.    F^'ff^m^ 

Our  unique,  uniform  crystals  assure  dense    |J1^^ 
oxide  packing.  So  you  begin  with  an  origi- 
nal signal  of  extraordinary  fidelity.  A  signal 
we  safeguard  in  ways  that  leave  industry 
standards  in  our  wake. 

An  advanced  binder  bonds  oxides 
to  the  base  material  preventing  time 
and  money-wasting  dropouts. 
Calendering  then  smooths  the  sur- 
face for  a  read/write  signal  that  stays 


clear  and  accurate.  And  lubricants  reduce  fric- 
tion between  head  and  disk  for  a  longer  media 

and  head  life.  To  house  it,  we  then 

constructed  a  new  jacket  heat- 
resistant  to  MO''  F  to  withstand  drive 
heat  without  warp  or  wear.  And 
created  the  floppy  disk  that 
leads  the  industry  in  error-free 
performance  and  durability. 

All  industry  standards  exist  to 

assure  reliable  performance. 

The  Gold  Standard  expresses 

a  higher  aim:  perfection. 


maxell 


IT'SWDRTHIT 

Computer  Products  Division.  Maxell  Cofporotion  of  America,  60  Oxford  Drive,  Moonachie,  N  J.  07074    201-440-8020 


large  sorting  tasks,  and  other  kinds  of  computation 
require  that  the  computer  run  at  maximum  velocity. 
That  means  machine  language. 

There  are  large  programs  called  compilers  which 
do  something  similar  to  what  you  loant.  They  take  a 
BASIC  program  apart  and  generate  a  high-speed  version 
written  in  "P-code/'  a  fast-running  language  similar 
to  forth.  You  can  expect  a  ''compiled"  BASIC  program 
to  run  anywhere  from  10  to  40  times  faster.  One  minor 
drawback  is  that  the  compiled  program  will  usually  be 
someiohat  larger  than  the  original  BASIC  version. 

There  are  also  ''optimizing"  compilers  which, 
during  the  process  of  compilation  iiito  P-code,  also  re- 
arrange the  program's  structure  to  maximize  efficiency. 
For  example,  the  most  commonly  used  variables  in  the 
program  might  be  stored  in  zero  page  (the  computer's 
first  256  memory  cells)  where  storage  and  retrieval  is 
far  faster  than  it  would  be  higher  up  in  memory. 

In  any  case,  there  is  no  way  to  turn  BASIC  pro- 
grams into  true  machine  language.  You  might  want  to 
use  compilers  for  some  programs,  hut  also  learn  to  pro- 
gram in  machine  language  for  those  situations  when 
speed  is  of  the  essence.  Compiler  programs  for  various 
computers  are  advertised  in  COMPUTE!. 

Retirement  Planning 

I  read  with  interest  the  article  in  COMPUTE!  on 
retirement  planning  (April  1983).  It  is  reassuring 
that  retirement  planners  are  finally  acknowledging 
that  inflation  may  be  here  to  stay.  Unfortunately, 
the  program  assumes  that  inflation  will  stop  on 
the  day  you  retire.  A  pleasant  assumption,  but 
one  that  could  result  in  a  lot  of  retirees  who  may 
not  be  able  to  afford  subscriptions  to  COMPUTE! 
ten  years  down  the  road. 

1  have  found  the  following  program  extremely 
useful  for  computing  with  my  Atari  400,  how 
much  capital  I  would  actually  need  in  order  to 
retire  early.  The  program  assumes: 

1,  That  inflation  will  continue  at  a  constant 
rate,  and  your  yearly  expenses  will  increase  at 
this  rate. 

2.  That  you  wish  to  spend  your  capital  after 
retirement, 

10 


?"ENTER  CAPITAL  AT  RETIREMENT": 

INPUT  A:? 

?"ENTER  EXPECTED  RATE  OF  INFLATION" 

INPUT  B:? 

?"ENTER  YEARLY  ANTICIPATED  RETURN 

ON  INVESTMENTS  AFTER  TAXES  AND 

INFLATION:INPUTC:? 

?"ENTER  YEARLY  EXPENSES  LESS  ANY 

INDEXED  PENSION  PLAN  OR  SOCIAL 

SECURITY  BENEFITS":INPUT  D:? 

?:?"YEAR";/INCOME";/'CAPITAL" 

Y  =  0 
INC=  INT(D*(1  +  B/100)'^Y) 

Y  =  Y+I 
Z  =  B  +  C 

90  A  =  INT(A*Z/100  +  A)-INC 
100  ?Y,INC,A 


20 


30 


40 


50 
55 
60 
70 
80 


110  IF  A<0  THEN  ?"CAPITAL  EXHAUSTED":END 

120  GO  TO  60 

Craig  Cole 

More  Atari  Automation 

I'm  writing  in  response  to  Joseph  Wrobers  pro- 
gram, "Automate  Your  Atari"  (January  1983). 
The  following  program  neatly  displays  your  disk 
directory  (in  two  columns  if  necessary)  each  time 
you  boot  up  your  system.  Just  run  "Automate" 
and  enter  each  line  below  for  each  command.  For 
example,  command  #1  would  be  10  GR.O:  DIM 
N$(17):T.60  and  command  #8  would  be  RUN 
without  a  line  number.  Since  "Automate"  counts 
characters,  all  spaces  have  been  removed,  end 
quotes  are  left  off  where  possible,  and  abbrevia- 
tions are  used. 

Rainer  Forsch 

10  GR.0:DI^4N$(17):T.60 

20  P0S.2,3:PRINT"FIL£S  CONTAINED  ON  THIS 

DISKETTE  ARE: 
30  O,#1,6,0"D:*,*":PRINT 

40  I . # 1 ; N$ : PRINTN? : T=T+1 : 1 FT=14THENG0S  *  70 
50  G,40 

60    POKE82,2:PRINT:POS.2,20:NEW 
70    POS.2,4:POKE82,20:PRINT:RET. 
RUN 


PET  Pause 

While  trying  out  one  of  Commodore's  Model  8032 
microcomputers,  I  stumbled  upon  a  key  function 
which  would  be  handy  for  program  debugging.  1 
mentioned  it  to  one  of  my  instructors  at  Wake 
Forest,  and  he  suggested  that  1  share  it  with  your 
readers. 

Stopping  program  listing  or  execution  can  be 
useful  for  finding  statement  errors  or  viewing 
intermediate  results  of  a  calculation.  Formerly, 
the  only  way  to  stop  a  program  and  the  screen 
scroll  was  with  the  RUN/STOP  key.  This  necessi* 
tates  typing  in  the  CONT  command  and  pressing 
RETURN  in  order  to  resume  execution.  However, 
if  the  program  is  stopped  by  means  of  the  colon 
key  on  the  top  row,  scrolling  may  be  resumed 
merely  by  tapping  the  back-arrow  key,  which 
also  serves  to  slow  the  scroll  if  held  down. 

Interestingly  enough,  if  a  pure  timing  loop  is 
running,  the  colon  key  will  not  halt  execution. 
However,  inclusion  of  a  PRINT  statement  in  the 
loop  will  enable  the  colon/halt  function, 

Jonathan  Kerfoot 


COMPUTE!  we  koines  questions,  coJinuents,  or 
solutions  to  issues  raised  in  this  column.  Write  to: 
Readers'  Feedback,  COMPUTE!  Magazine,  P.O. 
Box  5406,  Greensboro,  NC  27403.  COMPUTE! 
reserves  the  right  to  edit  or  abridge  published 
letters,  "  @ 


16    COMPUTll    July  1983 


of  The  Hundreds  of  Reasons 
You  Ought  To  Be  A  COMPUTE! 

Magazine  Subscriber: 


From  "Tlie  Editor's  Feedback"  Card,  a  monthly  part  of  our  continuing 
dialogue  with  readers  of  COMPUTE!.  These  are  responses  to  the  question, 

"What  do  you  like  best  about  COMPUTE!  ?" 

l*"It  is  written  so  a  beginner  can  read  and  understand  it...  it's  layman  oriented..."  8* 
"Clear,  clean  layout,  good  presentation..."  3.  "The  Atari  game  programs..."  4*"Best 
and  most  information  on  PET..."  5."Cover  to  cover,  and  all  in  between..."  6,"Reviews 
of  software  and  hardware..."  7.  "Good  balance  of  application  and  technical  articles..." 
8.  "It  is  the  best  source  of  info  about  various  levels  of  VIG/PET/CBM  machines  and  ap- 
plications.. "  9.  "The  BASIC  and  machine  language  programs..."  10, "I  Uke  programs 
that  can  be  typed  into  a  computer,  3?un,  and  then  used  right  away  (a  program  without 
bugs!)..."  ll,"That  it  is  organized  weU,  and  covers  a  broad  range  of  information  con- 
cerning Atari.  Keep  it  up!  please,  I'm  learning..."  18.  "Table  of  contents  listings  and 
computer  guide  to  articles  is  a  great  idea.  Best  magazine  for  personal  home  computer 
users..."  13.  "Best  I  have  fotind  for  VIC  info..."  14. "Informative  articles:  ^Secrets  of 
Atarf,  Game  programs,  especially  programs  that  teach  the  reader  about  the  Atari..." 
IS.  "I  like  all  the  articles  and  programs  for  my  computer,  the  PET.  IVe  learned  and 
found  out  things  about  it  that  I  never  even  thought  existed.  Other  magazines  don't 
have  too  much  material  for  the  PET  and,  for  that  reason,  I  find  COMPUTE!  invaluable..." 
16."The  up-to-date  hardware  reviews..."  17.'*Maclilne  language  utihties  for  Atari..." 
18."Articles  are  terse  but  understandable  and  accurate.  Utility  and  applications  pro- 
gram listings  very  helpful..."  19 ."The  April,  '82  issue  is  my  first.  I  am  impressed  that 
you  not  only  acknowledge  the  VIC-20,you  even  have  applications  for  it..."  20»"I  really 
enjoy  (since  I  am  one)  the  Beginner's  Page..."  81. "The  attention  it  gives  to  Atari  and 
the  easy-to-understand  language  it's  written  in..."  88.  "It  is  concerned  with  ex- 
plaining programs,  not  just  listing  them.  It  is  the  best  VIC  magazine  I  could  buy..." 
83."The  new  table  of  contents  'Guide  to  Articles  and  Programs'  is  excellent,  particu- 
larly the  indication  of 'multiple  computer'  items..."  84."Broad  range  (sophistication) 
of  programs..."  8S."You  don't  speak  over  the  average  user's  head..." 

Whether  you*re  just  getting  started  with  personal  computers,  or  very  advanced,  you*ll 
find  useful,  helpful  information  in  every  issue  of  COMPUTE!  Magazine.  We  specialize  in 
supporting  the  Atari,  PET/CBM,  VIC-20,  and  Apple  computers.  Editorial  coverage  is 
expanding  to  include  the  TI-99/4A^  the  Sinclair  ZX-81,  and  the  Radio  Shack  Color  Computer. 

Every  issue  of  COMPUTE!  brings  you  user-fpiendly  articles,  applications  programs,  and 
utilities  you  can  type  right  into  your  computer  and  use.  To  subscribe  to  COMPUTE!,  or  to 
order  a  sample  issue,  use  the  attached  reply  card  or  call  our  toll-free  number.  COMPUTE!... 
We're  the  resource  for  thousands  and  thousands  of  home,  educational,  and  small  business 
computer  users.  Shouldn't  you  be  one  of  them? 

1  year,  twelve  issue  subscription:  $20.00  in  the  US, 


CaU  ToU  Free  in  the  US  800-334-0868 

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COMPUTE!  Magazine  is  a  publication  of  Small  System  Services,  Inc. 
625  Pulton  Street.  P.O.  Box  5406.  Greensboro,  NC  27403. 


Computers  And  Society 


David  D,  Thornburg,  Associate  Editor 


The  Fifth  Generation 


I  can  hardly  resist  the  temptation  to  point  out  that 
Orwell's  vision  for  1984  is  (thankfully)  not  going 
to  come  true.  It  is  interesting  to  note  that,  as  with 
many  other  futurists,  Orwell  overestimated  the 
amount  of  social  change  that  would  occur  by  1984, 
and  seriously  underestimated  the  amount  of  tech- 
nological innovation  that  will  have  been  de- 
veloped by  then.  While  it  is  true  that  office  workers 
in  OrwelTs  novel  dictate  their  letters  into  a  ''speak 
write/'  an  automated  stenographer/printer,  much 
of  the  remaining  technology  is  neither  advanced 
nor  inspiring. 

1  was  reminded  of  the  impact  of  technological 
advances  as  I  created  the  first  draft  of  this  month's 
column  on  my  Brother  EP-20  battery-operated 
electronic  typewriter.  This  marvel  of  design  is 
quite  compact,  fits  on  an  airplane  tray  table,  and 
is  almost  silent.  Since  it  retails  for  about  S200  and 
allows  the  user  to  correct  up  to  16  characters  of 
text  before  it  is  printed,  I  would  not  be  surprised 
to  see  this  device  open  up  whole  new  markets  for 
typewriters.  1  never  used  a  typewriter  for  rough 
drafts  before,  simplv  because  they  were  too  bulky. 
Now,  this  device  has  become  my  portable  work- 
station (sadly  missing  the  storage  that  would  make 
it  a  terminal  for  my  wx^rd  processor),  and  1  take  it 
everywhere. 

Is  it  significant  that  this  innovation  was  de- 
veloped by  a  Japanese  company?  As  we  look  at 
the  computer  industry,  it  is  clear  that  it  is  taking 
on  a  decidedly  international  flavor.  And  yet,  so 
far,  the  big  names  in  personal  computers  are  defi- 
nitely American  (Tl,  Commodore,  Atari,  Apple, 
IBM,  etc.). 

KIPS  Super  Computer 

A  recently  published  book.  The  Fiftli  Gciwration 
(Addison-Wesley,  $15.95),  suggests  that  we  must 
be  much  more  aware  of  Japanese  advances  in 
computer  technology  if  we  are  to  survive  as  a 
technological  nation.  Far  from  being  a  "scare" 
book  designed  to  erect  protectionist  trade  barriers, 
The  Fifth  Ceiiemtiou  is  more  a  call  to  arms.  Its  au- 
thors are  Edward  Feigenbaum,  a  pioneer  in  the 

18     COMPUTE!     July  1983 


field  of  artificial  intelligence,  and  Pamela  McCor- 
duck,  a  science  writer  who  has  written  extensively 
on  computers  and  intelligent  behavior  in 
machines.  The  authors  say  that  Japan  has  em- 
barked on  a  ten-year  crash  program  to  develop  a 
new  type  of  super  computer -a  "fifth  generation" 
machine  that  is  called  a  Knowledge  Information 
Processing  System  (KIPS).  The  KIPS  is  expected 
to  be  markedly  different  in  architecture  from  the 
computers  in  use  today.  Furthermore,  it  is  ex- 
pected that  users  of  the  KIPS  will  interact  with  it 
very  differently  from  the  way  people  use  com- 
puters today. 

What  is  a  KIPS?  While  most  of  today's  com- 
puters are  used  for  data  processing  and,  with  the 
exception  of  languages  like  LISP  and  Logo,  most 
computer  languages  are  geared  towards  data  pro- 
cessing tasks,  the  KIPS  is  an  optimized  blend  of 
hardware  and  software,  tailored  to  perform  gen- 
eral symbol  manipulation  and  symbolic  inference. 
This  shift  in  emphasis  recognizes  that  most  of  our 
work  is  nonmathematical  in  nature.  Much  of  our 
work  involves  reasoning,  not  calculating. 

A  Reasoning  Machine? 

Can  one  build  a  "reasoning"  machine?  According 
to  Feigenbaum  and  McCorduck,  the  Japanese 
lack  our  preoccupation  with  this  question.  From 
their  perspective,  it  is  sufficient  to  note  that  com- 
puter systems  powerful  enough  to  be  fifth  gener- 
ation machines  will  function  at  a  lev^el  far  beyond 
that  with  which  we  are  presently  familiar. 

Modest  projects  in  the  development  of  sys- 
tems that  outperform  human  "experts"  are  an 
important  result  of  research  in  artificial  intelli- 
gence. For  example,  programs  that  perform  certain 
types  of  medical  diagnoses,  analyze  and  propose 
synthetic  pathways  in  the  creation  of  new  chemical 
compounds,  and  predict  the  location  of  geological 
deposits  hav^e  already  been  implemented  on 
existing  commercial  computers  using  languages 
such  as  LISP.  Such  programs  must  operate  with 
both  a  '"knowledge  base"  and  a  set  of  "inference 
procedures."  To  read  a  map,  for  instance,  one 


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must  have  both  maps  to  read  and  a  procedure  for 
reading  them. 

Intuitive  Solutions 

The  fifth  generation  KIPS  will  be  built  around  the 
collection  of  vast  amounts  of  data  and  the  collec- 
tion of  problem-solving  techniques  that  range 
from  rigid  deterministic  methods  to  those  that 
mimic  the  human  ability  to  act  on  "hunches." 
You  need  not  become  embroiled  in  the  machine 
intelligence  controversy  to  appreciate  that  such 
systems  have  the  potential  to  completely  redefine 
computers,  their  use,  and  their  place  in  society. 
In  order  to  create  the  KIPS,  advances  are  re- 
quired in  both  computer  hardware  and  software. 
The  computers  we  are  familiar  with  operate  in 
serial  fashion.  Instructions  are  executed  one  at  a 
time.  This  type  of  computer  architecture  was  de- 
veloped by  John  von  Neumann,  and  speed  limi- 
tations in  such  computer  systems  are  caused  by 
the  "von  Neumann  bottleneck"  -  processing  in- 
struction by  instruction,  byte  by  byte.  In  order  to 
create  faster  computers,  the  fifth  generation 
machines  may  favor  a  system  using  many  proces- 
sors in  parallel. 

A  Billion  inferences  Per  Second 

To  appreciate  the  need  for  this  approach,  you 
should  remember  that  the  KIPS  is  to  be  used 
primarily  for  the  linking  of  a  knowledge  base  by 
symbolic  representations  (e.g.,  a  sparroiv  is  a  kind 
of  bird),  or  for  the  representation  of  rules  (e.g.,  // 
the  temperature  is  over  400  degrees,  then  the  boiler 
must  be  turned  down).  To  be  used  effectively,  a 
problem-solving  program  must  scan  its  library  of 
"IPs"  to  find  one  relevant  to  the  problem  at  hand. 
Finding  this  needle  in  the  knowledge-based  hay- 
stack of  the  size  anticipated  by  the  Japanese  will 
require  much  more  computational  horsepower 
than  we  have  seen  to  date.  For  example,  today's 
big  computers  are  capable  of  executing  no  more 
than  100,000  logical  inferences  per  second  (LIPS). 
(One  logical  inference  corresponds  to  one  IF/ 
THEN  statement.)  A  personal  computer  such  as 
an  Apple  II  might  execute  (depending  on  the  lan- 
guage chosen)  about  100  UPS.  The  KIPS  will  be 
designed  to  execute  up  to  a  billion  LIPS. 

Such  achievements  are  not  the  result  of 
hardware  alone.  Interestingly,  the  language  of 
present  interest  to  the  KIPS  project  leaders 
has  already  been  developed  by  the  Europeans  - 
PROLOG. 

How  feasible  is  this  project?  There  is  much 
diversity  of  opinion  on  this  topic,  but  there  is  con- 
sensus that,  even  if  the  project  goals  are  not  met 
in  the  allotted  ten  years,  the  interim  results  will 
most  certainly  change  the  nature  of  computers  and 
computing.  As  Feigenbaum  and  McCorduck  say: 

\Nord  literacy  has  given  us  power,  access  to 

20    COMPUTE!    July  1983 


an  opulent,  soari}\^  worhi  of  mind  -  an  alter- 
ation of  thought  processes  -  that  is  detiied  the 
illiterate.  Computing  literacy,  even  in  its 
present  form,  opens  still  a^wther  world,  one 
that  all  eventually  may  enter  as  routinely  as 
they  enter  the  tvorld  of  letters,  and  it  loill 
confer  perhaps  even  more  power  than  the 
mighty  pen  and  press  have  already  given  us. 
This  is  not  idle  promotion.  As  human  muscle- 
poxver  has  been  amplified  by  mam/  special- 
purpose  machines,  so  human  mind-poxver 
will  be  amplified.  The  computer  will  change 
not  onhj  what  we  think,  but  how. 


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THE  BEGINNER'S  PAGE 


Richard  Mansfield.  Senior  Editor 


Writing  A  Simulation  Game 


There  are  three  basic  types  of  computer  games:  arcade, 
adventure,  and  simulation  games.  Let's  briefly  look  at 
the  characteristics  of  arcade  and  adventure  games  and 

then  write  a  simulation. 


Reaitime  Action 

Arcade  games  feature  what's  called  realtime  action. 
Unlike  chess  or  bridge,  things  happen  fast.  You 
can't  sit  back  and  plan  your  next  move;  you  must 
react  immediately  to  the  space  invaders.  In  other 
w^ords,  events  take  place  at  the  same  speed  as 
they  would  in  reality:  realtime. 

Arcade  games  also  hav^e  a  strong  appeal  to 
the  eye  and  ear.  There  is  much  animation,  color, 
and  sound.  In  fact,  your  ability  to  respond  quickly 
and  effectively  depends  in  part  on  all  the  clues 
you  get  from  the  graphics  and  sound  effects. 
Strategy,  while  often  an  aspect  of  arcade  play,  is 
clearly  secondary.  These  games  are  a  new  kind  of 
athletics:  the  fun  of  man  versus  machine.  Like 
auto  racing,  arcade  games  are  essentially  isometric 
exercises  -  you  don't  run  around;  you  just  stay  in 
one  place  flexing  and  unflexing  your  muscles, 
tensing  and  relaxing. 

Story  And  Strategy 

Strategy,  however,  is  more  important  in  "adven- 
ture" games.  The  emphasis  is  on  planning  ahead 
and  solving  riddles.  It  can  be  like  living  inside  an 
adventure  novel.  There  is  drama,  characterization, 
and  plot.  You  might  start  out,  for  example,  in  a 
forest  with  a  shovel  and  a  trusty,  if  enigmatic, 
companion  parrot.  As  you  try  to  figure  out  what 
to  do  next,  the  parrot  keeps  saying  "piny  dells, 
piny  dells."  After  wandering  aimlessly  through 
the  trees,  it  suddenly  comes  to  you  that  the  bird 
is  saying  "pine  needles"  and  you  dig  through 
them  and  find  a  treasure  map. 

Your  "character"  will  travel,  meet  friends 
and  enemies,  and  hav^e  the  opportunity  to  pick 
up  or  ignore  potentially  useful  items  such  as  food, 
magic  wands,  and  medicine.  It's  customary  that 
you  cannot  haul  tons  of  provisions.  You'd  have  to 

22     COMPUTil    July  1983 


decide  whether  or  not  to  leave  the  shovel  in  the 
forest.  Yet  you  might  be  sorry  that  you'd  dropped 
it  if  you're  involved  in  a  cave-in  later  in  the  game. 
In  any  case,  adventure  games  are  fundamen- 
tally verbal.  The  computer  displays  the  words: 

YOU  ARE  IN  A  BOAT  ON  A  LAKE.  NIGHT  IS 
FALLING. 

to  which  you  can  respond  in  any  number  of  ways. 
You  might  type: 

DIVE  OFF  BOAT. 

and  the  computer  would  reply  that  you  now  see 
an  underwater  cave  or  whatever.  You  move 
through  the  scenes  the  way  a  character  moves 
through  a  novel.  There  is  generally  no  penalty  if 
you  take  time  to  plan  your  next  move.  It's  not 
realtime. 

Imitations  Of  Life 

The  third  category,  simulation,  is  the  least  com- 
mon kind  of  computer  game.  This  is  because  to 
really  imitate  something,  to  simulate  it  effectively, 
you  need  lots  of  computer  memory  to  hold  lots  of 
variables.  However,  memory  has  recently  become 
far  less  expensive  so  we  can  expect  to  see  increas- 
ingly effective  simulation  games.  Star  Trek  and 
Hannnurabi,  both  simulations,  have  long  been 
popular  home  computer  games.  Although  they 
are  similar  to  adventure  games,  simulations  are 
random.  That  is,  there  is  no  secret  to  discover,  no 
puzzle  to  solve,  no  plot.  Like  real  life,  things  hap- 
pen with  unpredictable,  complex  results. 

Here's  a  program  which  simulates  investing. 
The  key  to  simulating  is  to  arrange  realistic  inter- 
actions between  variables.  Look  at  line  600.  If  there 
is  "international  unrest,"  the  price  of  gold  (PGLD) 
goes  up  and  the  price  of  Bundtfund  stock  (PB) 
goes  down.  This  relationship  between  gold,  stock, 
and  an  international  crisis  is  true  to  life.  Alterna- 
tively, stock  goes  up  and  gold  goes  down  in  line 
700  during  a  "market  rally/' 

The  game  allows  you  to  make  inv^estment 
decisions,  and  then  a  "month"  passes  during 
which  the  value  of  your  investments  will  go  up  or 
down.  In  line  510,  three  variables  are  given  ran- 


wm 


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Fun  and  games  are  expected  whenever 
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dom  values.  Stock  can  gain  or  lose  up  to  10  points 
(variable  X),  and  gold  can  change  by  $20  an  ounce 
(Y).  Variable  Z  will  be  used  to  simulate  flipping  a 
coin.  Also  notice  lines  520  and  525.  In  520,  we 
determine  whether  or  not  there  will  be  unrest. 
The  variable  CH  is  just  a  counter.  Each  "month/' 
CH  is  raised  by  one.  Two  conditions  are  required 
for  unrest  to  happen:  in  a  given  month,  CH  must 
be  greater  than  4  and  it  must  be  less  than  whatever 
X  turns  out  to  be.  If  both  these  conditions  are 
met,  CH  is  reset  to  zero  and  we've  got  interna- 
tional unrest.  This  has  the  effect  of  creating  unrest 
roughly  every  four  to  six  months.  Likewise, 
another  rhythm  is  set  up  in  line  525  to  cause  market 
rallies.  In  both  cases,  however,  you  cannot  be 
certain  exactly  when  to  invest  in  gold  or  in  stocks. 

The  decision  to  raise  or  lower  stock  prices  is 
made  in  line  530  and  based  on  the  coin  toss  vari- 
able, Z.  Again,  stocks  move  in  opposition  to  gold. 
Prices  will  rise  about  50  percent  of  the  time,  but 
you  can  never  know  what  will  happen  in  a  given 
month. 


Donkey  Koh<^  change  the  play  field  as  you  earn 
more  points. 

There  are  several  ways  to  add  to  the  appeal 
of  our  investment  simulation,  beyond  just  making 
it  a  more  complex,  more  accurate  simulation.  You 
could  add  the  visuals  and  sound  of  arcade  games. 
Try  creating  a  tickertape  across  the  top  of  the 
screen  to  show  price  changes  and  news  events. 
Maybe  add  a  bell  sound  to  indicate  the  end  of 
further  transactions.  If  your  computer  has  a  voice 
synthesizer,  news  events  couki  be  announced 
over  the  ''radio."  And  from  adventure  games  you 
could  borrow  two  elements:  riddles  and  the  neces- 
sity of  planning  ahead.  One  easy  way  to  incorpo- 
rate these  two  elements  would  be  to  make  paying 
taxes  a  part  of  the  game.  After  all,  the  closer  it  is 
to  real  life,  the  better  the  simulation. 


20 
So 

Ha 


Suggested  Complications 

This  is  the  core,  a  rough  sketch,  of  an  investment 
simulation  game.  There  is  much  you  can  do  to 
make  it  a  more  effective  simulation  and  thereby  a 
more  enjoyable  game.  The  more  variables  in  a 
simulation,  the  better.  For  example,  add  leverage 
and  additional  ''incidents''  which  affect  prices, 
improve  the  randomizing,  and  include  other  types 
of  investments.  You  could  even  use  a  separate 
counter  which,  every  five  years,  causes  the  X  and 
Y  variables  to  swing  more  widely  to  reflect  reces- 
sion/recovery cycles. 

As  you  can  see,  a  simulation  should  be  lifelike. 
It  has  interdependent  cycles  and  a  degree  of  un- 
predictability. Its  realism  derives  from  including  a 
sufficient  number  of  variables.  And  those  variables 
must  interact  in  plausible  ways  and  wath  just  the 
right  amount  of  randomness.  A  simulation  is  a 
little  world  you  create.  You  can  define  cause  and 
effect  and  then  fine-tune  the  whole  thing  until  it 
seems  well-balanced.  Adventure  and  arcade 
games  are  certainly  enjoyable,  but  this  investment 
simulation  can  be  built  up  to  the  point  where  it's      AQ 
just  as  much  fun  as  any  other  kind  of  K^ime.  ^'^ 

Mixing  Styles  ^« 

Of  course,  these  three  categories  -  arcade,  adven-  ' 
ture,  and  simulation  -  are  somewhat  arbitrary. 
Some  of  the  best  games  contain  elements  of  each. 
There  are  adventure  games  with  graphics  -  you 
see  the  forest,  the  shovel,  the  pine  needles.  After 
you  say  DIVE,  your  character  jumps  into  a  lake 
and  the  screen  transforms  into  an  underwater 
scene.  Likewise,  arcade  games  can  include  the       ^•Vg^ 
different  "settings"  so  characteristic  of  adventure     |^ 
games.  Popular  arcade  games  such  as  Tron  and  mlm 

26     COMPUTE!     July  1983 


Special  Program  Notes:  Ifi/ou  have  an  Atari. 
you'll  need  to  add  semicolons  (;)  betiueen  I  he  vari- 
able names  and  the  PRINT  statements  to  make 
everything  pri)il  on  a  single  line.  If  you  have  a 
TI,  put  each  statement  on  its  own  separate  tiiw. 
In  other  words,  you  cannot  use  colons  (:).  Line  10 
would  he  CASI  /  =  lOOOOO  and  you'd  iwed  to  add 
a  line:  U  PGLD  =  400,  If  you  have  a  Timex/ 
Sinclair,  use  LET  whenever  a  variable  is  defined. 
For  example,  line  TO  would  start:  10  LET 
CASH=100000,  [f  you  have  a  TRS-80  Color 
Computer,  add  the  followiii^  line:  5  RAN- 
DOMIZE, 


Investment  Simulation 

10  CASH=100000:PGLD=400 
PB=80 

PRINT:  PRINT"  BUNDTFUND  IS  $"PB"  PER 
SHARE* YOU  HAVE  "B"  SHARES,  —  $"PB*B 
PRINT"  GOLD  IS [3  SPACES ]$ "PGLD"  PER  0 
UNCE.{2  SPACES} YOU  HAVE  "GLD"  OUNCES, 
—  ?"GLD*PGLD 
Ji^   T=PB*B+GLD*PGLD 

Ji^    PRINT"  [31  SPACES) TOTAL  INVESTMENTS  ~ 
4i>        $"T 
^6^  PRINT"  {31  SPACES} YOU  HAVE  $"CASH"  TO 
/^  SPEND." 

PRINT "I  24  SPACES} GRAND  TOTAL  ( INVESTM 
ENTS  +  CASH)  ?"T+CASH 
IFCK=lTHENMa  %ll^ 

PRINT:  PRINT "^, BUY [2  SPACES } 2 . SELL 
{2  SPACES} 3. DONE" 

INPUTA:IFA=3THENCK=1:G0T0M'  \xi 
PRINT"WHICH?[3  SPACES } 1 .GOLD 
{2  spaces} OR [2  SPACES} 2. STOCK" 
INPUTF 

PRINT  "HOW  iVIANY  (SHARES  OR  OUNCES)?" 
INPUTN 

IFF=1THEN«^    VE^e 

PRICE=PB*N:IFA=1THENCASH=CASH-PRICE: 
B=B+N:GOTO«flt  ^\^  ^0 

CASH=CASH+PRICE  :  B=B'N  :  G0T04#e'  ** 
PRICE=PGLD*N:IFA=1THENCASH=CASH-PRIC 
E :  GLD=GLD4-N :  GOTO4#0. 


jf^ 


1110 


ll0 
0 
0 
0 
0 


ife 


iP   't^J    CASH=CASH+PRICE:GLD=GLD-N 

%i^4mr  GOTo^fe  ^^^ 

-;j^-&^^  GK=0:  PRINT:  PRINT"  ONE  MONTH  LATER  .. 
^        . ":F0RT=1T07 00 :NEXTTi PRINT 
-jJ6.&«^  X=INT  (  (  RND  (  1 )  *100  )  /10  )  :  Y=INT  (  (  RND  ( 1  ) 
j«    *200 ) /10 ) : Z=RND ( 1 ) 
^.''feflr  CH=CH+l:IFCH>4ANDCH<XTHENCH^0:GOTOa« 

♦•^  T2^  IFCH=2GOTO?«f  Z^9 

-SOT    IF    Z>  .5THENPB=PB+X:PGLD=PGLD-Y:GOT0^■ 
WjdJffl^  PB=PB-X:PGLD=PGLD+Y;GOTOAl$^ 

..sap    PRINT "INTERNATIONAL    UNREST • . . " : PGLD= 
-1?^         PGLD+2^Y:PB=PB-2*X:GOT03a  fo 

Md-'PRINT  "MARKET    RALLY    .  .  .  {  2    SPACES  }  "  :  PG 
^C     LD=PGLD-  2  *Y :  PB=PB+  3  *X :  GOTO^l  £  q 


Use  the  handy 

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Now  there's  a  typing  prosram  for  the  Apple  II,  Atari 
and  IBM  PC  that  dares  to  be  fun.  And  it's  soon  to  be 
available  for  the  VIC-20.  It's  MasterType.  A  combination  of 
fast-action  blow  'em  up  video  sames  with  the  best  instruc- 
tional programs  available.  The  result?  Highly  motivating 
and  enjoyable  learning. 

MasteiTVpe  earns  a  ten-gun  salute. 

Infoworld  was  impressed  byMasterType's  ability  to 
teach  and  entertain.  They  wrote: 

"MasterType  is  an  excellent  instructional  typing  game. 
We  had  fun  reviewing  it,  and  we  highly  recommend  it 
to  those  who  want  to  learn  typing  in  an  unconven- 
tional but  motivating  way." 

Infoworld  also  went  on  to  rate  MasterType  as 
"excellent''  In  all  four  of  its  categories. 

Masteiiype  teaches  your  fingers  to  fly. 

MasterType.  With  T8  explosive  learning  levels,  youll 
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9A50^ 


Questions  Beginners  Asic 


Tom  R  Holfhill,  Features  Editor 


Are  you  thinking  about  buying  a  computer  for  the  first 
time,  but  don't  know  anything  about  computers?  Or 
maybe  you  just  purchased  a  computer  and  arc  still  a  bit 
baffled.  Each  month,  COMPUTE!  xvill  tackle  the  ques- 
tions most  often  asked  by  beginners, 

QAre  there  any  problems  I  could  cause 
while  using  a  computer  that  could  perma- 
nently damage  it?  How  about  any  commands 
used  in  the  wrong  way?  In  other  words,  what  are 
the  chances  that  I  could  do  real  damage  to  the 
computer  by  not  knowing  how  to  use  it  right? 

There's  an  old  saying  in  computing  that 
goes  something  like  this: 

''The  only  way  you  can  hurt  a  computer 
through  its  keyboard  is  to  hit  it  with 
a  hammer," 

Of  course,  this  isn't  completely  true;  spilling 
liquids  into  a  computer  keyboard  isn't  too  healthy 
for  it,  either.  But  the  general  thrust  of  that  adage 
is  pretty  certain  -  aside  from  physical  abuse,  a 
computer  can't  be  damaged  by  anything  you  can 
type  on  its  keyboard. 

There's  only  one  rare  exception  we've  ever 
heard  of.  A  certain  POKE  command  on  one  Com- 
modore PET  computer  (PET/CBM's  with  4.0 
BASIC)  can  drastically  speed  up  the  process  by 
which  the  computer  creates  the  screen  display.  If 
this  command  is  left  running  wild,  the  computer 
keeps  speeding  up  until  it  eventually  self- 
destructs.  The  chances  of  this  POKE  happening 
by  accident  are  extremely  remote.  There  are  65536 
memory  locations  in  a  PET  that  can  be  POKEd, 
and  there  are  256  possible  numbers  that  can  be 
POKEd  in  each  location  (0  to  255).  Therefore,  the 
chances  of  accidentally  typing  in  that  fatal  POKE 
command  are  only  one  in  16,777,216. 

Other  than  tliis  rare  example,  you  really  don't 
have  to  worry  about  damaging  the  hardware  of 
your  computer  system  by  experimenting  with 
commands  or  programs.  The  same  pretty  much 
holds  true  for  the  devices  attached  to  the  com- 
puter. At  worst,  you  might  cause  an  error  which 
traps  a  device  in  an  endless  loop  -  for  example, 
the  disk  drive  might  keep  spinning,  or  the  printer 
might  keep  spewing  forth  paper.  Conceivably,  if 
the  system  were  left  unattended,  the  device  could 
eventually  overheat  or  suffer  excessive  wear.  But 
if  you're  there,  you  can  always  stop  such  "run- 

28    COMPUTE!     July  1983 


away"  events  by  switching  off  the  power.  Anytime 
you  switch  off  a  computer  or  device  and  then 
switch  it  back  on  again,  it  resets  itself. 

Remember,  though,  we're  talking  about 
hardware  damage.  There  are  lots  of  ways  you  can 
cause  perrnanent  software  damage.  Simply  typing 
NEW  on  the  keyboard  and  pressing  RETURN  will 
wipe  out  any  BASIC  program  in  memory.  If  the 
program  has  not  been  saved  on  disk  or  tape,  it 
will  be  lost.  Likewise,  certain  commands  can  erase 
a  program  from  a  disk  or  tape,  or  overwrite  it 
with  something  else.  A  wrong  command,  a  pro- 
gram bug,  or  a  typing  error  when  entering  a  pro- 
gram listing  can  cause  a  system  crash  -  your  com- 
puter "locks  up"  (refuses  to  accept  commands). 
Since  the  only  way  to  recover,  usually,  is  to  switch 
the  computer  off  and  on  again,  the  program  in 
memory  will  be  lost.  But  you  can  rest  assured  that 
the  computer  itself  is  always  safe  from  permanent 
damage. 

Can  I  do  word  processing  with  a  tape 
recorder,  or  must  I  have  a  disk  drive? 

Alt  is  quite  possible  to  do  word  processing 
with  a  tape  recorder. 

Make  sure,  however,  that  the  word  pro- 
cessing program  you  buy  or  use  is  designed  to 
work  with  tape.  Some  programs  are  for  disk  only; 
still  others  work  with  both. 

The  peripheral  device  which  is  most  essential 
for  word  processing  is  a  printer.  Without  a  printer, 
you  won't  be  able  to  generate  a  paper  printout  of 
your  writing.  And  since  the  whole  object  of  word 
processing  is  writing,  a  printer  is  indispensable. 
If  you  want  to  do  word  processing  and  must 
choose  between  buying  a  disk  drive  first  or  a 
printer,  opt  for  the  printer. 

For  casual  word  processing  (average  letter- 
writing,  etc.)  you  may  find  that  a  tape  recorder  is 
a  sufficient  storage  device.  However,  for  more 
serious  applications,  you'll  probably  discover  that 
a  disk  drive  is  necessary.  Tape  recorders  can  be 
reliable,  but  they  are  very  slow  compared  to  disk 
drives.  Also,  a  disk  drive  adds  flexibility  to  word 
processing.  Depending  on  the  word  processing 
program,  a  disk  drive  can  make  it  possible  to  easily 
store  frequently  used  paragraphs  on  disk  for  merg- 
ing with  other  files;  to  link  several  files  together 
for  very  long  documents;  to  merge  files  of  names 
and  addresses  with  form  letters;  and  other  ad- 
vanced functions.  © 


PET/CBM/COMMODORE  64 

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Professional  Word  Processor  at  a  Breakthrough  Price 


PaperClip'"*  performs  all  the  advanced 
features  found  in  Word  Processors  costing 
much  more.  .  . 

1)  Full  screen  editing.  2)  Copy/Transfer 
sentences  and  paragraphs.  3)  Insert/ 
Delete  sentences  and  paragraphs. 
4)  Headers/Footers/Autom.atic  page 
numbering.  5)  Justification/Centering. 

6)  User  defineable  keyphrases. 

7)  Supports  both  cassette  and  disk. 

8)  Variable  data  -  Form  letters. 

9)  Horizontal  scrolling  up  to 
126  characters. 

10)  Insert/transfer/erase 

Also  available  for  Commodore  64 

Requires 

Basic  4.0, 32  K  memory. 

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columns  of  numbers.    1 1)  Add/subtract 
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dot  matrix  and  letter  quality  printers.  In  fact, 
a  printer  set-up  routine  is  supplied  to 
take  the  best  advantage  of  the  printer  at 
hand.   13)  French  and  Math  technical 

character  sets 
available. 


Parti 


Constructing  The 
Ideal  Computer  Game 


Orson  Scott  Cord,  COMPUTEi  Books  Editor 


In  this  first  article  of  a  two-part  series,  the  author 
examines  curreutiy  available  types  of  home  computer 
games  ami  suggests  a  new  approach:  a  game  lohere  the 
player  creates  his  or  her  own  world.  As  an  example,  he 
describes  the  elements  of  a  ''game-building  game"  called 
"Railroader/'  It's  something  of  a  cross  between  tradi- 
tional entertainment  and  computer  programming. 

Next  month,  the  article  concludes  with  advanced 
applications  and  specific  techniques  for  programming 
Railroader  on  your  computer. 


When  I  first  bought  an  Atari  400,  I  told  my  wife 
all  kinds  of  stories.  About  how  computers  were 
the  wave  of  the  future.  About  how  our  kids  had 
to  become  computer  literate.  About  how  useful 
the  computer  would  be. 

I  didn't  fool  her.  I  didn't  even  fool  myself.  I 
knew  I  was  getting  the  machine  because  of  the 
games. 

And  I've  done  my  time.  My  Super  Breakout 
game  regularly  tells  me  "Wow!"  My  Centipede 
scores  are  respectable,  and  my  wife  and  1  make  a 
great  team  playing  Ghost  Hunter. 

But  now,  after  a  couple  of  years  with  the  ulti- 
mate garne  machine,  I've  discovered  a  dreadful 
secret:  true  home  computer  games  are  rare. 

Look  at  your  games  for  a  minute.  What  are 
they  actually  doing?  Most  of  them  are  doing  what 
pinball  machines  are  designed  to  do  -  enticing 
you  to  try  to  beat  the  machine,  with  the  odds 
hopelessly  stacked  against  you.  That  makes  sense 
for  arcade  games.  They  are  supposed  to  make 
money,  and  the  only  way  to  make  money  is  to 
force  you  to  play  against  the  clock,  pumping  in  as 
many  quarters  per  hour  as  possible.  When  the 
local  wizards  started  playing  30  minutes  per  quar- 
ter on  the  Dig-Dug  machine  in  the  corner  Seven- 
Eleven,  they  flipped  a  switch  inside  it  and  sud- 

30    COMPUTEI    Juty1983 


denly  the  old  patterns  stopped  working.  1  stopped 
getting  250,000  points  a  game  -  and  the  company 
started  getting  a  lot  more  quarters.  That's  business. 

But  why  do  home  games  have  to  play  that 
way?  The  arcade  games  are  fun  on  the  home 
machine,  at  first.  But  they  can  get  frustrating  or 
boring.  After  a  while  I  begin  not  to  care  anymore 
whether  I  get  above  70,000  on  Centipede,  I'm  never 
going  to  "win,"  and  I  don't  lose  a  quarter  when  I 
don't  win. 

There's  something  worse  than  boredom. 
Something  a  little  pernicious.  Teenagers  who 
come  to  my  house  to  play  my  games  have  a  great 
time.  But  when  my  four-year-old  son  and  I  sit 
down  to  a  few  games  of  Sahnon  Run  or  Picnic 
Paranoia,  he  almost  always  ends  up  in  tears.  Not 
because  I  always  win  -  I'm  a  nicer  father  than 
that  -  but  because  the  machine  always  wins.  He 
doesn't  stand  a  chance.  He  can  never  finish.  He 
can  never  accomplish  anything. 

Why  should  all  those  wonderful  graphics,  all 
those  fantastic  imaginary  worlds,  be  devoted  to 
either  frustrating  my  son  or  programming  him 
until  he  learns  how  to  do  his  part  perfectly? 

Because  that's  what  all  but  three  computer 
games  I've  tried  end  up  doing  ~  programming  the 
pilayer.  Rewarding  and  punishing  me  until  1  learn 
to  display  the  correct  behaviors.  What  are  the 
arcade  wizards,  except  human  beings  who  have 
learned  to  obey  the  demands  of  a  computer 
program? 

Don't  get  me  wrong.  1  still  love  a  new  arcade 
game.  I'm  in  there  flapping  away  at  joust,  making 
hamburgers  and  McMuffins  with  Burgertime,  and 
mastering  the  art  of  swinging  on  chains  and  ropes 
in  Donkey  Kong  lunior.  I'm  as  eager  as  anyone  to 
find  out  what  the  next  screen  will  look  like,  to 
find  out  what  the  programmer  has  created  in  his 
or  her  little  world.  But  it's  still  the  programmer's 


Braderbufld 

compuTER  erimES 


And  ftir  VIC-20  owners,  Unh 

AmEJ^  A  runaway  best*seller  for  the^ 
Apple  II  and  the  Atari  400/800,  Is  a 
winner  for  VIC-20 

Giant  robot  stingrays  designed  to 

fight  pollution  have  run  amok  and 

are  attacking  in  waves  from  the  sky. 

A.E/**  (^'stingray"  in  Japanese)  is  a  graphic 

masterpiece,  with  screen  after  screen  of 
spectacular  3-D  effects.  The  arcade-styie  action  is  masterful  too,  as  you  launch 
your  remotely-triggered  missiles  and  detonate  them  precisely  to  coincide 
with  the  swooping,  diving,  constantly  changing  flight  patterns  of  the  deadly  A.E/s! 
Ask  your  nearest  Br0derbund  dealer  for  a  sneak  preview  of  A,EJ^  and  our 
other  vrC-20  games:  Martian  Raider/"*  Multi-Sound  Synthesizer™  Seafox,^ 
Shark  Trap;*  and  Sky  Blazer  ™ 


round  $oftujare 

Br0derbund  Software    1938  Fourth  Street    San  Rafael,  CA  94901 


Now  tor  Hie  CommodoiB  64 

CHOPLIFTER!™lt*sthe 

best  selling  game  ever  for  the 
Apple.  In  Its  Atari  400/800 
version,  it  zoomed  to  the  top 
of  the  charts.  Now  CHOP- 
LIFTER!™  is  available  for 
the  Commodore  64. 
Your  challenge  is  to  rescue 
peace-conference  delegates 
held  hostage  behind  enemy 
lines.  Amid  heavy  fire  from 
tanks,  missiles  and  planes,  you  heroically  maneu- 
ver your  daredevil  chopper.  You'll  need  all  your 
courage  and  skill  to  survive  against  treacherous 
odds.  The  game's  remarkable  graphics  and  realistic 
joystick  control  won*t  let  you  give  up.  After  aO,  world 
peace  rests  in  your  hands! 
Ask  your  nearest  Br0derbund  dealer 
for  a  sneak  preview  of  Choplifter!™  and  our 
other  Commodore  64  games;  David's 
Midnight  Magic  ™  Seafox/**  and 
Serpentine/** 


Alan7fl!ppiCTiC?5orC^modore  64  and  tBM  PC.  are  regisiered 
Itademarks  o1  Alan,  tnc  .  AppSe  Compuler  Inc..  Commodore 
Electronics.  Ltd..  and  International  BLfSmess  Machines  Corp, 


icR'.UiC.tif-  vn!'?;ion'">  "hown! 


Desiflii  the  best  new  M *A*S*H 


sometliiiig  money  canrt  inxy. 


Fame. 

That's  right,  F-A-M-E. 

Because  if  the  game  you  design 
Is  good  enough,  we'll  make  it 
and  put  your  name  on  every  one 
we  sell 

And  remember,  you  don't  have 
to  be  a  computer  programmer  to 
come  up  with  a  great  game.  You 
just  have  to  have  a  great  imagina- 
tion, and  give  us  a  short  description 
of  your  idea. 

IF  FAME  ISN'T  ENOUGH, 
HOW  ABOUT  A  FORTUNE? 

$25,000  to  be  exact.  That's  how 
much  the  game  contract  will 
bring  you.  Guaranteed.  What's 
more,  we're  giving  away  a  whole 
list  of  prizes  for  the  other  great 
game  ideas  we  get. 

•  Four  First  Prize  AMC  Jeeps? 

•  400  Second  Prize  Texas  Instm- 
ments  99/4 A™  Home  Computers. 

•  4000  free  Fox  Video  Games. 

EVERYBODY  WINS, 

Because  the  new  M*A*S*H 
game  comes  packaged  with  a 
smashing  M*A*S*H  T-shirt. 

Absolutely  free. 

HOW  DO  YOU  GET  STARTED? 

Just  buy  the  original  M*A*S*H 
game.  The  contest  mles  and  entry 
blanks  are  in  every  package. 

And  if  you  win,  you  might  say 
the  rewards  are  monumental. 


Games  of  the  Century 

THE  M^A^S^H  CONTEST. 
IT'S  A  SMASH. 


world,  not  mine. 

Even  the  adventure  games,  both  text  and 
graphics,  usually  boil  down  to  puzzle-sol \ing, 
out-guessing  the  programmer. 

But  in  the  home,  where  the  family  has  un- 
limited access  to  the  computer,  there  can  and 
should  be  a  different  type  of  game.  A  different 
kind  of  play. 

What  Is  Really  Fun? 

I've  noticed  a  couple  of  important  things  in  my 
family.  First,  about  myself.  I  almost  never  stay  up 
late  playing  computer  games.  But  I  have  been 
known  to  stay  up  until  three  or  four  or  six  o'clock 
in  the  morning  working  on  a  program.  You  might 
say  that,  in  a  way,  programming  is  much  like 
arcading:  after  all,  BASIC  is  forcing  me  to  react  in 
certain  patterns,  and  I'm  only  just  now  beginning 
to  learn  when  to  PEEK  and  when  to  POKE.  I  have 
been  trained,  right? 

There  is  a  difference  -  all  the  difference  in  the 
v^orld.  When  1  program,  I  can  save  the  result  on 
something  a  lot  more  permanent  than  a  vanity 
board.  And  Fm  not  just  charting  through  someone 
else's  program  -  I'm  creating  something  that  never 
existed  before,  at  least  not  in  the  exact  form  I'm 
giving  it.  When  I'm  through,  there's  a  lasting 
result.  And  I  can  take  all  the  time  in  the  world.  1 
can  take  the  time  to  do  it  right, 

A  second  thing  I've  noticed  is  the  way  my 
children  plav  when  they  arc) I't  using  the  computer. 
They  do  like  a  shoot-  em-up  game  as  much  as 
other  kids.  But  games  like  that  are  only  a  minority 
of  the  things  they  do. 

They  also  like  solving  puzzles,  and  spend 
much  more  time  doing  mazes  or  putting  together 
picture  puzzles  than  they  ever  spend  on  fast-action 
games. 

Most  of  all,  though,  their  playing  time  is  spent 
making  things  or  pretending  things.  They  spend 
hours  with  wooden  or  plastic  building  blocks, 
making  castles  or  spaceships  or  houses  or  any- 
thing they  can  imagine.  They  draw  and  color, 
write  stories  or  act  out  plays,  dress  up  in  costumes 
or  read  aloud  from  books  -  whether  they  under- 
stand the  actual  words  on  the  page  or  not. 

In  fact,  they  do  exactly  what  I  like  to  do  with 
the  computer:  create  their  own  small  world  that 
works  just  the  way  they  want  it  to  w^ork.  They 
don't  want  anyone  to  tell  them  that  they  can't 
make  a  castle  that  way,  or  to  insist  that  six  legs 
are  too  many  for  a  horse.  "You  made  your  txvos 
backw^ard,"  we  tell  our  son,  and  he  looks  at  us 
impatiently  and  says,  ''Let  me  do  it  my  way." 

How  many  hundreds  of  dollars  have  we  sunk 
into  our  home  computer?  We  own  it,  don't  w^e? 
Why,  then,  do  we  have  so  many  programs  that 
tell  us  what  to  do?  Why  can't  my  children  -  or 
my  wiie  and  I,  for  that  matter  -  play  games  that 

34    COMPUni    July  1983 


let  us  tell  the  computer  what  to  do,  that  let  us  create 
something  that  will  last,  that  let  us  use  the  magic 
of  the  computer  to  make  things  we  could  never 
make  before? 

The  Few  Games  That  Work  At  Home 

I've  found  three  games  that  approach  the  sort  of 
play  that  only  the  home  computer  can  allow  - 
games  that  are  neither  elaborate  puzzles  nor 
quarter-stealing  pinballs. 

Galahad  and  the  Holi/  Grail.  At  first  glance,  this 
Atari  (APX)  adventure  game  looks  pretty  much 
like  other  realtime  graphics  adventures.  Only 
after  you've  played  it  awhile  do  you  begin  to 
realize  that  this  is  the  first  game  to  give  you  the 
freedom  to  play  your  own  game.  True,  there  are 
fast-moving  knights  and  spiders  and  a  persistent, 
maddening  moth  to  kill  you  when  your  reflexes 
are  too  slow,  and  there  are  puzzles  to  solve.  But 
there  are  no  win  conditions.  The  program  never 
congratulates  you  and  says,  "That's  it,  you've 
solved  it  all"  It's  fun  simply  to  explore  the  dozens 
of  different  rooms  and  find  out  what  secrets  they 
hold.  It's  no  coincidence  that  my  son  loves  to  play 
it,  and  has  never  found  it  frustrating,  though  it  is 
always  challenging. 

Eastern  Front.  This  APX  game  isn't  for  chil- 
dren, and  there  are  definite  win  conditions,  but  it 
is  a  war  game  that  gives  you  freedom  to  plan  your 
own  moves,  to  develop  your  own  strategy,  and 
there  are  hundreds  and  hundreds  of  possible 
ways  to  play,  none  of  them  "wrong."  Your  deci- 
sions are  shaped  by  events,  but  the  events  do  not 
control  you  any  more  than  you  control  them. 
{ATARI  Program  Exchange,  155  Moffett  Park  Drive, 
B-I,  P.O.  Box 427,  Sunnyvale,  CA  94086,) 

Pacemaker.  It  runs  slowly,  but  1  find  that  mv 
son  never  gets  impatient  with  the  game  from  Spin- 
naker. The  choice  of  facial  features  is  very  limited, 
but  the  important  thing  is  the  way  the  program 
and  the  child  interact,  ll  allows  a  child  whose 
drawings  are  still  very  primitive  to  make  faces 
that  actually  resemble  real  faces,  and  program 
them  to  perform  a  series  of  actions.  When  my  son 
plays  with  Pacemaker,  he  is  creating  something, 
and  doing  things  with  it  that  could  not  possibly 
he  done  without  the  computer.  (Spinnaker,  215  1st 
St.,  Cambridge,  MA  02142,) 

The  Five  Types 

There  are  probably  other  games  that  make  use  of 
the  special  advantages  of  the  home  computer,  but 
the  point  is  that  they  are  distressingly  rare.  Most 
of  the  games  coming  out  today  are  variations  on 
the  same  old  themes: 

•  Target  Shoot.  The  targets  move,  they  dance, 
they  are  cute  or  they  are  menacing,  but  the  game 
always  consists  of  shooting  them  down. 

•  Tag,  The  same  old  targets,  but  you  have  to 


The  Official 


«IP%.- 


s«.' 


The  game  that  puts  space  games  in 
perspective.  Zaxxon",  one  of  the  most 
popular  arcade  games  of  1982.  is  now  avail- 
able for  use  with  your  home  computer 
system. 

Zaxxon"  technology  and  creativity  present 
a  3-dfmensional-like  playfield  which  sets 
Zaxxon '"  apart  from  other  computer  games. 

Zaxxon^"  looks  and  sounds  like  aircraft 
flight,  and  players  can  soar  to  new  levels  of 


home  computer  entertainment.  From  the 
daring  attack  on  the  enemy's  floating  for- 
tress and  the  blazing  battle  against  the  en- 
emy's fighter  fleet  to  the  final  showdown  with 
the  deadly  armored  robot,  Zaxxon"  chal- 
lenges the  skill  and  imagination  of  every 
player  at  every  level  of  skill. 

Imagine  yourself  the  pilot,  attacking  the 
enemy  fortress-climbing,  diving,  strafing  to 
score  points  and  extra  fuel.  The  enemy 
fights  back  with  a  barrage  of  missiles  and 
gunfire.  Then  you  face  a  fleet  of  enemy  fight- 
ers in  a  gripping  dogfight  of  altitude  strategy 
and  flying  skill.  Survive  this  battle  and  the 
enemy's  fortress,  defended  with  laser  bar- 
riers, then  you Ve  earned  the  ultimate  chal- 
lenge; a  blazing  confrontation  with  the  pow- 


erful robot,  armed  with  a  lethal  homing 
missile. 

Zaxxon ""  is  the  one  game  that  you  must  see 
to  believe.  You  have  to  play  it  to  feel  its  im- 
pact. If  you're  ready  to  face  the  challenge, 
check  with  your  local  software  dealer  or 
send  check  or  money  order  with  S2.00  post- 
age handling.  California  residents  add 
6V2%  sales  tax.  Available  on  cassette  or 
diskette.  Suggested  retail  price  S39.95. 

Available  on  Atari  ^  1 6K  cassette,  and  1 6  32K 
disk,  Radio  Shack'  Color  32K  cassette  and 
disk,  Apple'  48Kdisk. 


Ikiki 


S%iMJL 


y  COMPUTER  SOFTWARE 
9421  Winnetka  Avenue 
Chatsworth.  CA91311 
(213)701-5161 
c.1982Datasoft^  Inc. 

,  a  registered  trademark  ol  Datasoft  Inc. ' 


Sega*  and  Zaxxoo"  are  regislered  trademarHs  of  Sega  Enterprises  tnc. 


catch  them  instead  of  shooting  at  them. 

•  Corning  at  You,  Tag,  only  they're  trying  to 
catch  you  or  shoot  you,  anci  you  spend  a  lot  of 
time  running  and  dodging. 

•  Scramble.  You  have  to  get  from  here  to  there, 
and  there  are  things  in  the  way. 

•  Maze.  Like  scramble,  only  there  are  several 
routes  you  can  follow,  and  you  have  to  figure  out 
the  best  one. 

Have  1  missed  anything?  Even  sports  simula- 
tions, like  the  sports  that  inspired  them,  are  com- 
binations of  these  elements.  Football  is  tag  plus 
scramble  -  or  coming  at  you,  depending  on 
whether  you're  playing  offense  or  defense. 
Hockey  is  target  shoot  plus  scramble.  Baseball  is 
scramble,  target  shoot,  and  tag.  Lots  of  fun,  but 
all  these  w^onderful  new^  games  are  just  combina- 
tions of  the  same  old  things. 

New,  creative  game  elements  are  getting 
rarer.  An  arcade  game  like  joust,  which  really 
does  introduce  a  whole  new  w^ay  to  move  a  player 
on  a  screen,  still  turns  into  tag-plus-scramble  once 
you  master  wing-flapping.  Donkey  Kong  Junior 
has  that  wonderful  swinging  motion  and  the  dif- 
ference between  two-handed  and  one-handed 
climbing,  but  it's  still  a  maze  with  things  coming 
at  you. 

What  else  is  there? 

Games  That  Let  You  Create 

What  I  want  to  see  are  games  that  let  the  player 
create  things.  BASIC  and  LISP  and  PASCAL  and 
PILOT  all  fit  the  bill  -  but  they  also  require  mas- 
tering some  pretty  sophisticated  concepts.  They're 
fun,  but  they  aren't  exactly  play.  What  1  would 
like  to  see  is  something  as  simple  as  building  with 
wooden  blocks,  while  exploiting  all  the  strengths 
of  the  home  computer. 

And  what  are  those  strengths? 

1.  Time.  Running  out  ofquarters  doesn't  mean 
you  have  to  quit.  Nobody's  rushing  you  to  finish. 
You  can  think,  instead  of  letting  the  computer 
train  your  reflexes. 

2.  Permanence,  You  can  save  the  result  of 
w4iat  you've  done,  change  it,  re-use  it,  limited 
only  by  the  number  of  cassettes  or  diskettes  you 
have  on  hand. 

3.  Wor/d  creation.  You're  manipulating  num- 
bers, it's  true;  but  the  result  can  be  visible  and 
audible,  and  it  can  move.  You  can  create  worlds 
the  way  fiction  writers  create  them,  and  bring 
them  to  life  as,  until  now,  only  movie-makers 
could. 

4.  Individuality.  It's  your  computer.  Why 
shouldn't  the  results  of  your  play,  and  your  chil- 
dren's play,  be  uniquely  your  owai?  Why  should 
the  only  difference  betw^een  you  and  any  other 
player  be  your  score? 


Let's  Design  A  Game 

It's  easy  to  talk  about  this  kind  of  game.  It's  only 
a  little  harder  to  design  it.  So  I'll  give  you  a  detailed 
game  design  that  you  can  program.  But  after  what 
I've  said  about  individuality  and  creativity,  there's 
no  way  1  could  provide  you  with  a  complete  pro- 
gram listing.  I'll  just  offer  detailed  documentation 
for  the  game,  then  a  few  hints  on  how^  to  program 
it,  and  let  you  design  the  way  the  program  works 
yourself.  It  can  easily  be  executed  in  BASIC, 
though  at  some  points  you  may  be  happier  with 
machine  language  subroutines. 

(The  documentation  that  follow^s  is  long  and 
detailed,  but  w4ien  you're  designing  a  computer 
game,  it's  usually  a  good  idea  to  figure  out  exactly 
what  the  player's  experience  of  playing  the  game 
will  be  like.  This  is  especiall)^  true  if  you  aren't  as 
conversant  with  your  programming  language  as 
you  are  with  English.  By  waiting  out  the  instruc- 
tions and  rules  first,  as  I  have  done  here,  you  can 
save  yourself  debugging  and  revising  time  later.) 

Railroader 

You  are  building  a  network  of  railroads.  When 
it's  all  built,  you  control  the  switches  and  make 
your  train  run  on  the  tracks  wherever  you  want. 

The  game,  though  simple  enough  for  a  pre- 
schooler to  master,  is  really  an  introduction  to 
programming.  Model  railroaders  were  designing 
loops  and  branches  long  before  electronic  computers 
were  a  twinkle  in  Sperry-Rand's  eye.  If  the  player 
does  not  close  all  the  loops  and  resolve  all  the 
branches,  the  program  will  provide  a  few  re- 
minders. If  the  player  still  refuses  to  tie  up  loose 
ends,  the  program  will  do  it. 

And,  for  those  who  have  the  most  fun  playing 
cooperatively  with  someone  else,  the  program 
allows  two  players  to  design  railroads  on  the  same 
screen,  and  run  their  trains  at  once  (with  some- 
times disastrous  effects). 

The  Track-Laying  Stage 

"Railroader"  begins  by  announcing  its  name  and 
finding  out  the  answers  to  a  few  questions.  Do 
you  want  to  lay  track  or  run  a  train  on  an  already- 
created  track  layout?  Will  there  be  one  or  two 
players?  Do  you  want  to  lay  track  at  the  beginner 
or  expert  level?  Do  you  want  to  save  the  track 
layout  you  create,  and  if  you  plan  to  save  it  in  a 
disk  file,  w^hat  should  the  file  be  named? 

When  you  have  made  your  selections  and 
pressed  START,  the  screen  displays  a  list  of 
instructions: 

"Use  joystick  and  joystick  button  to  lay 

track  units," 

"Type  1  to  go  on  to  the  next  track  unit." 

"Type  2  to  choose  w^hich  railroad  spur  to 
complete." 


36     COMPUTE!     July  1983 


BECOME  AN  INTREPID  SPACE  ADVENTURER 


by  William  Muk 
CoCo  version  by  Roger  Schrag 
Atari  version  by  John  Anderson 
Far  beyond  the  known  galaxies,  you 
venture  deep  into  the  vast  reaches  of  outer 
space.  But  you  are  not  alone!   In  a  flash, 
without  so  much  as  a  how-do-ya-do,  they're 
in  hot  pursuit  and  you're  left  to  do  before 
you're    done    unto.    Can    you    elude    your 
pursuers?  Will  you  elude  your  pursuers?  And 
who    are   these    guys    anyway?    Find    the 
answers    to    these    and    other   compelling 
questions  in  AREX.  See  your  dealer  today! 

AREX  . . .   Coin-op  arcade  realism  at  home 
for  1  to  2  players. 


AREX 

CoCo  16K  TAPE 

TR&80  Model  1  S  3  16K  TAPE 
TR&80  Model!  &  3  32K  DISK  . 


0600172  $34.95 
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OR  FLY  HIGH  IN  THE  IKDRLD  OF  HIGH  FINANi 


by  George  Schwenk 
TRS-80  version  by  Dave  Simmons 

CoCo  version  by  Roger  Schrag 
**Yas,  after  purchasing  diamond  nnines  in 
South  Africa,  oil  wells  in  Saudi,  and  rare  beer 
cans  in  Walla  Walla,  Washington,  I  had  begun 
to  wonder  what  other  trendy  commodities 
remained  to  be  added  to  my  swelling 
portfolio.  Then  a  snip  of  a  ticket  girl  dared  to 
tell  me  (ME,  Hartley  J.  Wormsflather  III!)  that 
my  flight  was  overbooked.  To  avoid  future 
misunderstandings,  I  bought  the  airline." 

*M  think  I'm  on  to  something  profitable 
here."  Hartley  J.  Wormsflather 

AIRLINE  . . ,  A  no-holds-barred  strategy  game 
for  1  to  4  players. 

AIRUNE 

ATARI  400  &  800/ CoCo/ Model  1  &316K  TAPE.,    1400169 


Published  by 


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write  for  our  free  catal 


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please)  or 
ARE  INVIT 


"Type  3  when  your  layout  is  complete.  At  this 
point,  if  you  haven't  brought  every  spur  back 
to  the  main  line.  Railroader  will  do  it  for  you, 
and  if  you  want  to  save  the  layout.  Railroader 
will  save  it." 
"Press  any  key  or  joystick  button  to  begin." 

When  you  give  the  signal,  a  light  green  screen 
appears.  If  there  is  one  player,  a  single  orange 
square  appears  about  one-quarter  of  the  way  in 
from  the  left  on  the  bottom  of  the  screen.  If  there 
are  two  players,  a  second  square  appears  a  quarter 
of  the  way  in  from  the  right.  These  squares  work 
like  cursors  -  they  mark  the  area  where  you  are 
laying  track. 

Laying  Simple  Track  Units 
(The  Beginner  Level) 

To  lay  track,  use  your  joystick.  Push  forward  to 
make  a  straight  vertical  track  unit  appear  in  the 
square.  Push  left  for  a  track  that  curves  to  the  left, 
right  for  a  track  that  curves  to  the  right.  If  you 
change  your  mind,  push  a  different  direction, 
and  the  track  unit  changes.  However,  the  first 
track  unit  always  starts  at  the  bottom  center  of  the 
square. 

These  simple  hack  units  look  like  this: 


■\ 

~\ 

When  you  are  satisfied  with  your  choice,  you 
reach  over  to  the  computer  and  type  1 .  Your  square 
now  moves  to  the  blank  area  just  beyond  the  end 
of  the  track  unit  you  placed  on  the  screen.  If  you 
put  on  a  straight  track,  your  square  will  appear 
just  above  it;  if  you  curved  left,  your  square  will 
appear  to  the  left. 

If  you  are  playing  alone,  you  may  immediately 
lay  the  next  unit  of  track;  if  there  is  another  player, 
you  must  wait  your  turn  to  lay  track  again;  when 
the  other  player  types  1,  it  will  be  your  turn. 

The  next  time  you  lay  track,  your  new  track 
unit  will  begin  where  the  old  one  left  off.  If  you 
curved  left  before,  your  new  track  unit  will  start 
in  the  middle  of  the  right-hand  edge  of  your  cur- 
sor, like  this: 

Cursor 


- 


i  V>///  /  ///////////// 


i- 


Again,  to  lay  simple  track  units  you  have 
three  choices.  Let's  say  that  you  curved  left  on 
your  first  track  unit.  Now  if  you  push  the  joystick 
left,  a  straight  horizontal  track  unit  will  appear.  If 
you  pull  the  joystick  toward  you,  the  track  will 
make  another  curve,  this  time  downward.  If  you 
push  the  joystick  away  from  you,  the  track  unit 
wall  curve  upward. 

With  e\  ery  simple  track  unit  you  lay,  the 
track  will  always  begin  where  the  last  square  left 
off,  and  will  end  up  heading  in  one  of  the  three 
valid  directions  you  can  push  the  joystick. 

If  you  cause  the  track  to  end  at  the  edge  of 
the  screen,  your  cursor  will  appear  at  the  opposite 
edge.  This  means  that  track  that  ends  on  the  left 
side  of  the  screen  is  continued  on  the  right  side; 
track  that  ends  at  the  top  is  continued  at  the 
bottom. 

Erasing.  If  you  want  to  go  back  and  change 
the  last  track  unit  you  completed,  push  the  joystick 
in  the  direction  of  that  track  unit.  Any  track  unit 
you  laid  in  the  new  position  will  be  erased,  and 
your  cursor  will  move  to  the  former  square,  where 
you  can  either  lay  a  track  segment  or  go  still  farther 
back,  erasing  each  track  segment  as  you  leave  it 
behind.  You  may  erase  as  many  track  units  as 
you  like,  or  stop  at  any  point  and  lay  a  new  track 
segment.  But  remember,  if  you  are  playing  with 
another  player,  your  turn  ends  w^hen  vou  type  1. 
You  can  erase  as  many  units  as  you  like,  but  you 
can  lay  only  one  track  unit. 

When  Tracks  Touch.  Ai  the  beginner  level,  if 
you  cause  the  track  to  touch  an  existing  track  seg- 
ment, either  your  own  or  the  other  player's.  Rail- 
roader will  automatically  create  the  following 
valid  patterns: 


■\ 

^ 

V 

Crossover 


Curved  by-pass 


At  the  beginner  level,  and  whenever  you  are 
touching  the  other  player's  track  units,  you  may 
not  cause  the  two  tracks  to  join.  If  you  are  about 
to  cross  a  curved  track,  you  can  choose  to  curve 
onhj  in  the  opposite  direction.  If  you  are  about  to 
cross  a  straight  track,  you  can  lay  only  a  straight 
track  across  it,  not  a  curve  that  would  join  it.  And 
if  a  new  track  unit  would  cause  your  track  to  run 
into  the  end  of  another  player's  spur,  you  will  be 
allowed  to  lay  only  curved  tracks  that  turn  away 
from  the  other  player's  track: 


38     COMPUTE!     July  1983 


miiM*DflTflj  SOFTWARE 


FORTHECOMMODORE64;  PET:ANDVIC20 


TAKE  AN  EXCITING  TRIP 
DOWN  AVENUES  OF 
ADVENTURE  WITH: 

•  Pakacuda* 

•  Escape* 

•  Logger* 

•  Ape  Craze* 

•  Centropods* 

•  Supercuda* 

•  Street  Maze 

•  Caves  of  Annod 

•  Capture  the  Beast 

•  Market 


THROUGH  TRAILS  OF 
CREATIVITY  WITH: 

•  Sketch  and  Paint 

•  Music  Mentor 


u   A 


,g 


12345  _ 

9x9=81  8 


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ARRANGE  PASSAGE  TODAY! 


ALONG  THE  PATH  TO 
KNOWLEDGE  WITH: 

•  Wordspot 

•  Math  Tutor  Series 

•  Alphabet  Tutor 

•  Geography  Smash 

•  Gotcha  Math 

•  English  Invaders 

•  Math  Invaders  Series 

ASK  FOR  COMM*DATA 

COMPUTER  HOUSE  SOFTWARE 

AT  YOUR  LOCAL  DEALER. 

Or  Send  for  FREE  Complete  Catalog: 

COMM*DATA  COMPUTER  HOUSE 

320  Summit  Avenue 

Milford,  Michigan  48042 

(313)685-0113 

Dealer  Inquiries  Welcome. 


Commodore  64,  PET,  and  VIC  20  are  Registered  Trademarks  of  Commodore  Business  Machines,  Inc. 
"High  Res  Full  Machine  Code  Arcade  Style  Games. 


Not  Allowed 


Allowed 


', 


nu^uutifufun  t 


hnffinffutnnnm 


i 


your  track 

oth 

er  track 

i    V 

V 

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your  track 


other  track 


your  track 

other  track 

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■\ 

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your  track 


other  track 


your  track 


other  track 


your  track 


other  track 


Erasing  Crossovers  and  By-passes.  If  you  are 
erasing  and  come  to  a  unit  where  your  track  by- 
passes or  crosses  over  another  track,  either  your 
own  or  the  other  player's.  Railroader  will  leave 
the  other  track  intact,  and  remove  only  the  track 
from  the  line  you  are  erasing. 

Ending  the  Track-laying  Session,  With  the 
beginner-level  game,  that  is  the  whole  track-laying 
sequence.  You  just  keep  laying  track  until  you 
match  up  the  end  of  your  track  with  the  beginning 
at  the  bottom  of  the  screen.  When  you  are  ready 
to  quit,  type  3.  If  you  haven't  linked  your  track 
with  the  beginning  track  unit.  Railroader  will 
automatically  lay  track  from  the  last  unit  vou 
created  until  it  links  with  the  first  unit,  so  that  the 
track  always  makes  a  closed  loop. 

Next  month  we'll  go  on  to  the  Expert  l^evel  Game, 


COMPUTE! 

The  Resource, 


40    COMPUTE!    July  1983 


V3-^'%^ 


THE  PLACE:  a  remote  outpost  on  an  ice  world  light  years  from  earth. 

Suddenly  the  small  planet  THULE  is  surrounded  by  alien  life  orbs  destined  to  change  the  atmo- 
sphere to  suit  themselves.  However,  this  speils  certain  death  for  your  base  as  the  frozen  mountains 
start  to  melt! 

You  take  the  command  of  your  single  seat  fighterto  destroy  the  aliens  before  it's  too  late.  But  you 
didn't  know  the  aliens  had  help. . . 

STAR  SENTRY  is  an  arcade-type  space  action  game  written  entirely  in  machine  language  for 
one  player.  Cassette  or  disk,  24K.  $29.95. 


—^V] 

Wi 

wrmr 

:   •A.               mi 

.^^Hjt^^^ 

•^ 

RO.  BOX23 
\A/ORCESTER.  MA  01603 

{61T)892-348S 


Star  Sentry  is  a  trademark  of  A.N.A.L.O.G.  Software. 


NEW  PRODUCTS 
AT  THE  COMDEX/SPRING 

COMPUTER  SHOW 


Tom  R  Holfhill  Features  Editor 


Neza  products  displayed  at  the  Comdex/Spring  confer- 
ence, held  in  Atlanta  during  late  Aprii  show  a  trend 
toward  still  more  home  computers,  lower-priced  home 
peripherals,  and  increasing  support  for  the  popular 
home  computers  already  on  the  market. 

This  year's  Comdex/Spring  show  was  more  inter- 
esting than  most  for  home  computerists.  Known 
officially  as  the  ''National  Spring  Conference  Ex- 
position for  Independent  Sales  Organizations/' 
Comdex  is  primarily  a  sliovv  for  computer  dealers, 
manufacturers,  and  businessmen.  Consequently. 
almost  all  the  wares  on  display  at  this  large  show 
are  for  the  more  expensive  personal  and  business 
systems. 

At  the  show  this  year,  however,  there  seemed 
to  be  more  than  the  usual  number  of  exhibitors 
displaying  products  for  lower-priced  home  com- 
puters. Two  new  home  computers  were  shown  - 
both  imports;  several  low-cost  printers  and  other 
peripherals  made  impressive  appearances;  and 
software  started  catching  up  with  hardware  (at 
least  a  little)  as  new  programs  were  introduced 
for  all  the  popular  home  computers.  Most  of  these 
products  should  be  on  the  market  by  the  time  this 
article  appears.  Here's  a  rundown: 

New  Computers 

It's  hard  to  imagine  how  the  low-end  home  com- 
puter market  can  absorb  many  more  machines, 
especially  with  such  leading  contenders  as  Com- 
modore, Texas  Instruments,  Atari,  and  Tandy 
engaged  in  runaway  price  wars.  But  the  home 
market  is  expanding  so  fast  that  no  one  wants  to 
be  left  out,  least  of  all  the  Japanese  and  the 
British. 

That's  why  you  can  expect  to  see  more  im- 
ports invading  the  U.S.  market.  The  British  suc- 
cess with  the  Timex/Sinclair  isn't  easily  ignored. 

42    COMPl/TE!    July  1983 


The  newest  British  entry  is  the  Oric-1,  man- 
ufactured by  Oric  Products  International  Ltd.,  of 
Berkshire,  England.  Reputedly  the  second  best- 
selling  micro  in  Britain  and  Europe  (next  to  the 
Sinclair),  the  Oric-1  appears  to  be  a  good  computer 
in  search  of  a  good  U.S.  distributor.  An  Oric  rep- 
resentative said  the  company  experimented  with 
mail  order  sales,  but  quit  in  favor  of  setting  up  a 
more  conventional  distribution  network.  Oric 
hopes  to  have  one  in  place  by  midsummer. 

The  standard  Oric-1  includes:  16K  of  Random 
Access  Memory  (RAM);  a  57-key  keyboard,  with 
moving  keys  arranged  typewriter-style;  full  repeat 
on  all  kevs;  standard  ASCII  character  set  with 
upper/lowercase;  96  redefinable  characters;  16 
colors;  40-column  by  28-row  screen  display  in  text 
mode;  and  a  240-  by  200-pixel  high-resolution 
graphics  mode.  For  sound  there  is  a  three-channel 
sound  synthesizer  with  a  seven-octave  range  and 
programmable  envelopes,  similar  to  the  Commo- 
dore 64,  an  internal  speaker,  and  connections  for 
external  speakers. 

A  cassette  interface  works  at  300  baud  or  a 
very  fast  2400  baud,  and  interfaces  include  a  built- 
in  Centronics-standard  parallel  printer  interface; 
an  expansion  port  for  RAM  and  Read  Only  Mem- 
ory (ROM)  cartridges;  and  a  Red -Green- Blue 
(RGB)  interface  for  high-resolution  color  video 
monitors.  The  built-in  BASIC  programming  lan- 
guage includes  such  interesting  commands  as 
INK  and  PAPER  (for  color  control),  DOUBLE, 
FLASH,  and  INVERSE  (for  character  control), 
DRAW,  CIRCLE,  and  PLOT  (for  graphics),  and 
even  SOUND,  MUSIC,  PLAY,  PING,  SHOOT, 
EXPLODE,  and  ZAP  (for  sound  control). 

The  Central  Processing  Unit  (CPU)  is  the 
6502A  microprocessor,  basically  the  same  chip 
found  in  Apple,  Atari,  and  Commodore  com- 
puters. While  this  doesn't  mean  the  Oric-1  is 


^P)tf U  Wd  my  KoalaPad  TbucftTal 
f  kid  KoalaWarc  software  ^^    "" 


J^K       ^'M 


I 


Introducing  the  KoalaPad™  At  less  than  $125  -with  software  - 
it's  the  friendliest,  least  expensive  graphics  pad  on  the  market. 

Your  Atarif  Commodore,®  Apple,®  and  IBM®  customers  will  love  it.  They'll  find  it  faster  than 
paddle  controllers.  More  flexible  than  joysticks*  And  much  easier  to  use  than  a  keyboard. 

Plus  it's  compatible  with  most  of  their  game  and  educational  software.  And  most  KoalaPad  sets 
come  with  a  graphics  program  called  Miao -Illustrator™  The  most  exciting  way  yet  to  create  colorful, 
high  resolution  computer  graphics.  At  the  touch  of  a  finger. 

There  are  KoalaWare  programs  for  computer  fans  of  all  ages. 
Dancing  Bear,"^  the  funny,  furry  computer  cabaret.  Spider  Eater™  the 
lively  music  learning  adventure.  And  Spellicopter,™  the  action- 
packed  spelling  game. 

Sellmg  Koala  products  is  as  easy  as  falling  out  of  a  tree. 
Particularly  with  our  5%  co-op  allowance,  color  p.o.p.  materials,  and 
traffic-building  promotions.  Not  to  mention  our  extensive  national 
advertising  featuring,  ahem,  yours  truly. 

For  the  name  ofyour  nearest  Koala  distributor,  call  toll  free 


800-227-6703,  (in  California,  800-632-7979). 
Or  write  to  Koala  Technologies  Corporation, 
4962  El  Camino  Real,  Los  Altos,  CA  94022. 


<;;phaala 

Technalagies  Carporation 


We  make  computing  more  personal,™ 

Trademarks:  KoalaPad,  KoalaWare,  Spider  Eater  and  Dancing  Bear  are  trademarks  of  Koala  Technologies  Corp.  Micro ^Dlustrator  Js  a  trademark  of  Island  Graphics,  and  Spellicopter  is  a 
trademark  of  DesignWare  Inc.  r-         *- 


X^^"^:' 


■-LI 


Ijookwhat 
tor  your  VIC  20. 


'ast  actioiir  Conh  plex^^trateg  les. 
Interesting  characters.  Supe- 
■  rior  sound  effects.  Multiple  levels 

of  play    Ij^r-^^^rTSL/ 

These  are  the  things  you  want 
from  your  VIC  20™ 

They're  also  the  things  you  get 
from  Tronix.  From  the  people  who 
brought  you  Swarm!,  Sidewinder 
and  Galactic  Blitz.     r">-yL.  /  '7^ 
^7-  And  now,  there'smofe.      "^ 
'     Now  Tronix  brings  you  the  same 
rewarding  rapid-fire  excitement  in 
three  brand-new  game  cartridges. 
7^   Each  one  is  something  dif 
ferent.  Something  new.  But  they  a^ 
have  one  thing  in  common. 
/  "'^  They're  all  designed  to  bring 
/  out  the  best  in  your  VIC  20. 
You  shouldn't  settle  for  any 
thing  les 


oii«»* 


BJ^ 


By   , 
Jimmy  Huey  :^ 

In  a  predatory  world  ^ 
of  killer  worms,  dragons,  stalk-/  '^ 
el's,  pods  and  fly  traps,  the  scor-  TW- 
pion  prowls  the  maze  in  search  7---/^ 
of  sustenance.  Frogs  and  their 
eggs  rnean  survival  to  the  scorpiony 
But  they  can  also  mean  instant  ^ 

death!  (Suggested  retail  $39.95). 


7^ 


r--^-/ 


7-^, 


we  have  in  store 


Your  helicopter  gun- 
ship  hovers  over  the  enemy's 
military  bases  and  missile  emplace- 
ments. Your  mission  is  to  destroy 
them.  But  as  the  sky  fills  with  smart 
bombs  and  anti-aircraft  fire,  there's 
less  and  less  room  for  a  wrong 

move!  (Suggested  retail  $39.95) 


By 
Corey  Ostman. 

Deep  in  the  earth,  a 
7^^      fortune  awaits.  But  the  dark 
passageways  are  filled  with  peril  as 
well  as  profit.  Runaway  boxcars. 
Crashing  boulders.  A  claim  jumper 
with  murder  in  his  eyes.  Be  careful. 
But  be  quick— oxygen  is  in  short 
supply!  (Suggested  retail  $39.95) 


8295  South  La  Cienega  Blvd.,  Inglewood,  CA  90301 
Look  for  Tronix  games  in  your  nearest  store.  If  you  can't  find  them  there,  write  to  us. 

VIC  20''*'  IS  a  trad^rpar k ol  CcHnmodof^Electfomcs  I  rd 


compatible  with  these  computers^  it  does  mean 
that  machine  language  programmers  could  adjust 
to  it  fairly  easily. 

The  standard  Oric-1  will  sell  for  about  $120  in 
U.S.  funds.  For  about  $240,  there's  a  64K  RAM 
version  with  16K  of  overlaid  ROM,  similar  in  ar- 
rangement to  the  Commodore  64. 

Oric  also  makes  a  full  line  of  peripherals  for 
the  Oric-1.  At  Comdex,  Oric  was  showing  pro- 
totypes of  a  microfloppy  disk  drive  using  the 
Hitachi  3-inch  disks.  The  microfloppy  is  expected 
to  sell  for  about  $240. 

If  Oric  succeeds  in  setting  up  a  good  U.S. 
distribution  network,  the  Oric-1  could  prove  com- 
petitive in  this  country,  especially  if  its  overseas 
software  base  is  also  brought  to  America. 

The  Japanese  Sord 

Of  course,  the  Japanese  aren't  standing  idly  by, 
either.  Their  newest  export  to  the  U.S.  is  the  Sord 
M5,  a  $199  computer  with  impressive  graphics 
and  three  different  plug-in  BASlCs.  The  M5  is 
made  by  Sord  Computer  Systems,  the  fastest- 
growing  microcomputer  company  in  Japan. 
Founded  in  1970  with  $2500  by  26-year-old 
Takayoshi  Shiina,  Sord  now  commands  about  15 
percent  of  the  Japanese  business  microcomputer 
market.  Sord  is  exporting  a  line  of  high-end  per- 
sonal and  business  computers  to  the  U.S.,  and 
the  M5  is  its  first  home  computer. 

The  M5  will  be  sold  in  two  different  config- 
urations: the  M5  Fun  Computer  and  the  M5  Multi- 
Computer.  The  basic  specifications  are  the  same: 
20K  of  RAM  expandable  to  32K  (although  16K  is 
used  for  the  screen);  8K  of  ROM  with  a  machine 
language  monitor;  16  colors;  a  55-key  keyboard 
with  moving  rubber  keys;  upper/lowercase  and 
graphics  characters;  a  flip -up  top  that  conceals  a 
cartridge  slot  for  games,  programming  languages, 
and  other  plug-in  "firmw^are";  built-in  Centronics- 
standard  parallel  printer  interface;  cassette 
interface  for  standard  tape  recorders;  sound  gen- 
erator; Z80A  CPU;  and  a  Texas  Instruments  video 
chip  which  allows  up  to  32  sprites  (screen  objects 
which  can  be  created  and  animated  by  your  own 
programs). 

The  two  packages  do  vary,  however,  in  terms 
of  included  accessories.  The  M5  can  accept  any  of 
three  BASIC  language  cartridges  -  BASIC-I  (Intro- 
ductory), BASIC-G  (Graphics),  and  BASIC-F 
(Floating  Point).  BASIC-I  is  for  beginners  and 
children,  BASIC-G  is  for  general  home  use  and 
graphics  programming,  and  BASIC-F  is  a  full- 
fledged  floating-point  BASIC  for  business, 
science,  and  math  applications.  The  M5  Fun  Com- 
puter comes  with  BASlC-1  and  a  game  cartridge. 
The  M5  Multi-Computer  comes  w^ith  BASIC-G, 
an  interesting  dialect  with  special  commands  for 
the  graphics  and  sprites.  The  Multi-Computer 

46    COMPUTE!    July  1983 


also  has  a  carrying  case  and  the  FALC  cartridge,  a 
home  data  base  program  adapted  from  Sord's 
business  software. 

The  M5  will  be  distributed  through  local 
dealers  by  Sord  Computer  of  America,  New 
York. 

The  Gorilla  Banana 

When  personal  computers  cost  $1000  or  more,  it 
seemed  reasonable  that  printers  sold  for  around 
$500  or  $600.  But  now  that  full-featured  home 
computers  are  widely  available  for  under  $100, 
the  same  printers  can  seem  disproportionately 
expensive.  That's  why  manufacturers  are  rushing 
to  produce  printers  (and  other  peripherals)  that 
are  priced  for  the  hundreds  of  thousands  of 
people  who  are  buying  inexpensive  mass-market 
computers. 


Vie  Gorilla  Banana  is  the  first  in  a  new  Hue  of  low-cost 
peripherals  from  Leading  Edge. 

Several  new  low-cost  printers  were  seen  at 
Comdex.  Probably  the  one  which  attracted  the 
most  attention  was  the  Gorilla  Banana,  the  first  in 
an  upcoming  line  of  low-cost  peripherals  from 
Leading  Edge  Products,  Inc.,  of  Canton,  Mas- 
sachusetts (best-known  for  Elephant  Memory 
disks).  Due  this  summer  at  S249.95,  the  Banana  is 
an  80-column,  tractor-feed,  unidirectional,  dot- 
matrix  printer  capable  of  50  characters  per  second. 
It  has  four  character  sets  (U.S.,  British,  Swedish, 
and  German),  a  double-width  print  mode,  and 
upper/lowercase  (although  without  true  descen- 
ders). There's  also  a  dot-addressable  graphics 
mode  with  a  density  of  63  x  60  dots  per  inch. 

The  Banana  attaches  directly  to  any  computer 
with  a  Centronics-standard  parallel  printer  inter- 
face. Computers  without  a  parallel  port  will  need 
an  interface  at  extra  cost.  An  interface  for  Com- 
modore 64  and  VlC-20  computers  will  be  available 
for  $29.95,  and  an  optional  cartridge  for  the  same 
price  will  allow  the  Banana  to  print  the  special 
Commodore  graphics  characters. 

Another  interesting  80-coIumn  dot-matrix 
printer  is  the  STX-80  from  Star  Micronics,  Inc.,  of 
Dallas^  Texas,  Suggested  retail  is  $199.  Although 
the  STX-80  is  a  thermal  printer-  it  uses  a  special 
print  head  and  heat-sensitive  paper  to  form  its 
type  instead  of  an  inked  ribbon  -  you  wouldn't 


HES: 

Expanding 
the  Computer 
Experience. 


HES  offers  a  broad  range  of  soft- 
ware and  peripherals  for  Commo- 
dore 64,  VIC  20,  Timex-Sinclair, 
and  Atari  computers. 

These  products  include  exciting 
educational  programs,  versatile 
utilities,  and  series  of  hot  challeng- 
ing computer  games.  Contact  your 
distributor  or  HES  now  for  full 
product  information. 

<  1983  Human  Engtrieered  Soltwaie 

commodore  64  and  VIC  20  are  TMs  or  Commodore. 


Human  Engineered  Software 
A  Division  of  USI  International 
71  Park  Lane 

Brisbane,  California  94005 
Telephone:  415  468  4110 


us 


Wm. 


^■■^% 


5^" 


Gartridqe 
fprV!G?0 


^■ife^ 


tM^SJ55oi* 


^'' 


••;5<^i'SifeM'^^|^-| 


guess  it  from  the  printouts.  The  thermal  paper 
looks  and  feels  much  like  standard  typing  paper. 
Unlike  most  thermal  paper,  which  is  silver,  this 
paper  is  white  with  crisp  black  lettering.  The  STX- 
80  is  a  unidirectional  printer  that  works  at  60 
characters  per  second,  has  upper/lowercase  with 
true  descenders,  a  double-width  text  mode,  block 
graphics  characters,  European  characters,  a  dot- 
addressable  graphics  mode,  and  a  Centronics 
parallel  interface. 

Star  Micronics  also  offers  a  40-column,  inked 
ribbon,  dot-matrix  printer  for  $250.  The  DP-8240 
prints  at  50  characters  per  second,  has  friction  or 
tractor  feed,  upper/lowercase  without  true 
descenders,  graphics  characters,  scientific  and 
European  characters,  and  a  dot-addressable 
graphics  mode. 

The  lowest-priced  printer  exhibited  was  the 
$129.99  Impact  Printer  from  Fidelity  Electronics, 
Ltd.,  of  Miami,  Florida,  The  Impact  Printer  works 
with  the  VIC-20  and  Commodore  64  with  no  ad- 
ditional interface.  Printing  at  30  characters  per 
second,  it  has  a  24-column  line  and  uses  standard 
adding  machine  roll  paper.  Other  features  include 
upper/lowercase,  graphics  characters,  inverse 
characters,  and  dot-acidressabic  graphics. 

Custom  Joysticks 

Since  the  "feel"  of  a  joystick  is  highly  subjective, 
manv  independent  companies  are  introducing 
"custom"  joysticks  for  those  who  dislike  the  stan- 
dard models  (for  an  overview  of  custom  game 
controllers,  see  "The  Joy  Of  Joysticks,"  COM- 
PUTE!, Februaiy  1983).  A  few  more  new  joysticks 
surfaced  at  Comdex. 

Suncom,  Inc.,  of  Northbrook,  Illinois,  makers 
of  the  Slik  Stik  and  Starfighter  joysticks  for  Atari- 
ct^mpatible  computers,  came  out  with  a  Starfighter 
model  for  the  Apple.  The  Starfighter  is  about  the 
same  size  and  shape  as  a  standard  Atari  joystick, 
but  with  comfortably  rounded  edges.  Overall,  it's 
a  luxurious  controller  with  right-  and  left-handed 
fire  buttons;  an  alternate  fire  button  for  games 
that  require  two  buttons;  a  centering  adjustment 
to  fine-tune  the  stick's  neutral  position  to  each 
Apple;  a  switch  to  select  either  a  long  or  short 
throw  of  the  stick;  and  a  high-low  sensitivity 
switch  to  further  tune  the  stick's  response.  Also, 
Suncom  guarantees  the  Starfighter  for  two  years. 
Suggested  retail  is  $49.95  for  the  Apple  He  version 
(a  $5.95  adapter  is  needed  for  the  Apple  II/II  +  ). 

Suncom  also  introduced  two  new  controllers 
for  Atari-compatible  machines  (Atari  400/800/ 
1200XL,  Commodore  64  and  VIC-20,  Atari  VCS 
2600,  Sears  Telegame).  The  most  unique  is  the 
Joy-Sensor,  a  stickless  joystick.  The  Joy-Sensor  is 
a  hand-holdable  box  with  a  flat  disc  where  the 
stick  should  be.  Instead  of  flexing  a  stick,  you 
rock  the  disc.  It  lists  for  $34.95. 


Suncom's  other  new  joystick  is  the  TAC-2 
(Totally  Accurate  Controller).  This  looks  like  an 
adaptation  of  the  Starfighter,  with  the  addition  of 
a  longer,  ball-tipped  stick,  and  both  right-  and 
left-handed  fire  buttons.  The  TAC-2  is  guaranteed 
for  two  years  and  lists  for  $19.95. 

For  users  of  Texas  Instruments  computers, 
Suncom  introduced  a  $12.95  adapter  so  that  Atari- 
style  joysticks  will  work  on  the  TI-99/4A,  and  a 
$13.95  dual  cassette  recorder  adapter. 


Since  the  "feel"  of  a  joystick 

is  highly  sub|ective,  many 

independenf  companies  are 

Introducing  "custom"  joysticks 

for  those  who  dislike  the 

standard  models. 


Two  new  joysticks  were  also  introduced  by 
the  Kraft  Systems  Company  of  Vista,  California. 
The  Kraft  Joystick  is  a  lightweight  Atari-compatible 
controller  with  an  unusually  short,  tlexible  stick 
designed  for  fingertip  action.  It  includes  an  extra- 
long  eight-foot  cord,  a  one-year  warranty,  and 
retails  for  $16.95.  Another  joystick,  the  Switch- 
Hitter,  has  two  fire  buttons  for  use  by  right-  or 
left-handed  players.  Otherwise  identical  to  the 
Kraft  joystick,  it  retails  for  $19.95. 

Accessories  And  Peripherals 

Numerous  other  add-ons  were  introduced  at 
Comdex/Spring,  too.  Here  are  some  which  de- 
serve special  note: 

•  A  low-cost  modem  for  the  Apple.  The  $119 
Networker  modem,  by  Zoom  Telephonies,  of 
Boston,  Massachusetts,  plugs  into  a  single  expan- 
sion slot  and  requires  no  other  connections  or 
external  power  source.  It's  a  300-baud  direct- 
connect  modem  that  hooks  up  to  any  modular 
phone  jack.  It  has  an  originate/answer  switch,  a 
carrier  detection  LED,  and  is  compatible  with  any 
standard  telecommunications  software.  For  $169, 
the  Networker  comes  with  Netmaster,  a  terminal 
program  with  upload/download,  and  a  40K  text 
buffer  (on  a  64K  system). 

•  Plug-in  boards  for  Commodore  and  Texas 
Instruments  computers.  Microtek,  Inc.,  of  San 
Diego,  California,  introduced  a  $299  64K  memory 
board  for  the  TI-99/4A  which  fits  into  the  expan- 
sion box.  A  32K  board  also  is  planned.  For  the 
VIC-20,'  Microtek  introduced  VIGOR  (VICs  Grand 


48     COMPUTES    July  1983 


1983  SpACtro  Vid«o,  Irtc 


THE  PERSONAL  COMPUTER 
YOU'LL  GROW  INTO,  NOT  OUT  OF. 


SPECTRAVIDEO  SV.318  COMPUTER  COMPARISON  CHART 

SPECTRAVIDEO 
SV)1« 

APPLE  11  KUS 

ATARI  BOO 

COMHOOORC  (4 

NECSOQi 

RADIO  SHACK 
COLOR  COMPUTER 

BASE  PRICE 

S299 

t1,S40 

SBN 

SS9S 

i3^ 

S299 

COMPUTING  POWER  FEATURES 

BUItT-IN  ROM 

33H 

l?K 

1(JK 

2W 

1SK 

m 

EXPANDABLE  TO 

WK 

NfA 

«K 

NfA 

33K 

16K 

BUILT-IN  EXTENDED  MICROSOFT*  BASIC 

VES 

YES 

AOOIUONAL  COST 

MO 

YES 

ADDITIONAL  COST 

BUILMN  RAM 

nn' 

*BK 

leK 

64K 

ICK 

*R 

EXPANDABLE  TO 

t«Hl" 

64K 

4&K 

N^A 

33K 

lEK 

KEYflOAHD  FEATURES 

NUMBER  Of=  KEYS 

/I 

'jl 

bi 

C« 

n 

Si 

USER  DEFINE  FUNCTIONS 

10 

N.rA 

4 

8 

10 

NONE 

SPECIAL  WORD  PflOCESStNC 

I'es 

UO 

NO 

NO 

NO 

NO 

GENERATEDCRAPHICS  (FROM  KErBOARD* 

^£S 

NO 

YCS 

yts 

NO 

NO 

UfPEfi.'LOWtRCASE 

ihS 

UPPER  ONLY 

YES 

YES 

YES 

YES 

GAfMEJAUtJlOFEATuBES 

SEPARATE  CARTniDGE  SLOTS 

ves 

NO 

YES 

NO 

NO 

NO 

BUILT-IN  JOYSTICK 

VES 

NO 

r^O 

NO 

NO 

NO 

COLORS 

le 

li 

12S 

IE 

9 

9 

RESOLUTJON  (PIXEL51 

?»  r  192 

JSOi  16Q 

3?Q«19J 

320*200 

256*112 

tSfluM 

SPRITES 

M 

NIA 

e 

N/A 

N« 

SOUND  CHANNELS 

3 

1 

4 

3 

3 

1 

OCTAVES  PER  CHANNEL 

e 

4 

* 

a 

10 

AOSR  ENVELOPE 

YES 

NO 

NO 

YES 

YES 

NO 

PERIPHERAL  SPECIFICATIONS 

CASSETTE 

? CHANNEL 

1  CHANNtL 

?CMA»<NtL 

1  CHANNEL 

I  CHANNEL 

1  CHANNEL 

AUOtO  iO 

YES 

HQ 

YiS 

NO 

NO 

NO 

BUILT  IN  MJC 

YtS 

NO 

NO 

NO 

NO 

NO 

DISK  DftlVE  CAPACITY 

»eK 

143K 

96K 

If  OK, 

WA 

1?^ 

(LOW  PROFILE) 

YES 

«o 

HO 

NO 

NO 

NO 

CPj¥'  COHPATi0!LfTY  f  M  CDlumn  programs) 

ttS 

NO  — 

NO 

NO- 

CP/M'  3  0 

vtS 

HO 

JiO 

NO 

NO 

NO 

'  CoiiimnjDft  64  Kx«p(3  40  cciutnn  CP/M 


FOR  UNDER  $300  ^^TWHy/ga7 


This  device  has  nol  been  approved  by  the  Federal  Coinniufticatiofis  Commission. 
This  device  is  rat  and  may  not  be  offered  for  sale  or  lease,  or  sold  or  leased  uniil 
Ihe  approval  oi  the  FCC  has  been  obl^ined. 


SV3I8 


Represented  Nationwide  by  The  Lexingston  Group 
(301)664-6611 


P6RS0NAL  COMPUTER 

SPECTRA  VIDEO  INC .  39  W  37m  St   N  Y ,  N  v  >OOm 


Sadiy.  many  pmsona!  computQrs  wiH  become  fomor row's 
junk  in  the  attic.  7heSV'3l8isoneft^at  wllinot.  Because  os 
you  get  better,  it  gets  better,  tt  does  so  because  of  its 
copobility  and  BxpandabiHty—both  for  beyond  tt)oseof 
any  other  aftordable  computer. 

CAPABILITY.  The  SV-316  isn't  Just  more  capable,  it's  much 
more  capabte.  No  ottier  computer  at  even  twice  the  price 
combines  oH  these  extraordinary  features:  32K  /?OjM 
expandabte  to  96K;  32K  RAM  expondabie  to  144H; 
Extended  Microsoft  Basic  (the  industry  standard):  even 
Standard  CPft^  eOcolumn  capability  soyaucon 
immediate ty  utiiize  over  10,000  existing  software 
programs.The  SV-3i8  also  has  a  un/qi/e  buitt-in  joystick/ 
cursor  controi—an  immeasurabty  useful  teature  when  it 
comes  to  playing  your  favorite  video  game. 

EXPANDABtUTY.  As  you  become  more  and  more  skillful 
with  computers,  you'll  love  how  the  SV-31B  "sttetches"  to 
meet  your  demands  (dnd  actuoiiy  leads  yau  in  foscinoting. 
new  directians).  Far  one  thing,  all  eleven  of  our  important 
peripherals  are  available  immediately.  With  most  ott}er 
models,  you  have  to  wait  months.  Far  another,  the  SV-318  is 
beautifully  designed  to  interface  with  new  options  as  they 
became  available. 

AFFORDABIUTY.  The  SV-3W  is  hot ohty emlnentty  afford- 
able, it's  the  first  true  bargain  of  the  computer  agel  Besides 
home  budgeting,  business  applicatians,  wotd processing, 
programming  and seitteachihg.  theSV-3!disthe best 
entertainment  value  in  town.  Not  only  can  you  use  it  with 
your  TV  to  play  hundreds  of  different  video  games,  you 
con  also  use  your  SV-318  with  a  TV  as  a  drawing  tablet  or 
music  synthesizer,  in  play,  as  in  wori(.  the  SV'3}6  will 
continually  expand  to  meet  your  patentiai 

Whether  you're  just  wetting  your  foes  in  computers,  or 
fully  asoifon  the  woofers,  the  SV-3}6  is  a  computer  that  will 
serve  you  tor  many,  many  years.  You  see,  we  believe  that 
even  in  the  computer  age,  you  don  t  become  on  object  of 
real  value  unless  you're  around  for  a  white. 


Old  RAM-cage).  This  is  a  $39.95,  three-slot  ex- 
pansion board.  For  both  the  VIC  and  Commodore 
64^  there's  the  CC-2064,  a  $70  interface  cable  which 
allows  the  computers  to  drive  parallel  printers, 

•  New  disk  drive  for  Atari.  The  Rana  1000 
Atari-compatible  disk  drive,  by  Rana  Systems,  of 
Carson,  California,  also  was  shown  at  the  West 
Coast  Computer  Faire  in  San  Francisco  a  few 
weeks  before  Comdex/Spring.  Due  on  the  market 
this  summer,  the  Rana  1000  is  switchable  single/ 
double  density  and  will  retail  for  $449  ($49  extra 
for  the  double-density  Disk  Operating  System). 


The  Rana  1000  disk  drive  for  Atari  offers  single  a} id  double 
density  for  $449. 

It  has  some  unique  features  not  found  on  other 
drives:  a  write-protect  button,  a  unit  ID  button 
(which  tells  you  the  drive's  position  in  the  daisy 
chain  if  you  have  several),  an  error  button  (which 
returns  an  error  code),  and  a  button  which  lets 
you  know  which  track  the  head  is  reading  or 
writing.  What's  more,  the  drive  runs  very  quietly 
and  is  only  about  a  third  the  size  of  a  standard 
Atari  drive. 

•  Network  systems  for  Atari.  These  systems 
look  like  tliey'd  be  ideal  for  classrooms,  computer 
camps,  and  even  users  groups.  With  the  Quick 
Share,  you  can  hook  up  to  four  Atari  computers 
to  a  single  disk  drive,  850  Interface  Module,  and 
printer.  The  Quick  Share  continuously  scans  the 
four  computers  for  input/output  commands  and 
lets  them  access  the  devices  on  a  first-come,  first- 
served  basis.  Four  blinking  LEDs  let  users  know 
when  the  devices  are  busy.  It  costs  $595  and  is 
available  from  Wolsten's  Computer  Devices,  Inc., 
of  East  Orange,  New  Jersey.  The  company  also 
introduced  a  similar,  but  larger  system  primarily 
for  classroom  use.  Called  the  Network  216  and 
Monitor  16,  it  allows  up  to  16  Ataris  to  connect  to 
a  single  drive  and  printer.  In  addition,  the  master 
station  hooks  up  to  a  TV  so  the  operator  can  see 
what's  happening  on  any  one  of  the  16  computer 
monitors.  A  headset  with  a  microphone  plugs 
into  the  station  so  the  operator  can  converse  pri- 
vately with  any  of  the  16  students  (the  operator's 
voice  comes  through  the  TV  speaker).  This  looks 
like  a  great  way  for  teachers  to  make  sure  their 

50     COMPUTE!     July  1983 


students  aren't  playing  Centipedes  on  the  sly.  It 
will  sell  for  $1995,  cables  extra. 

•  Supermother  for  VIC-20.  What's  a  Super- 
mother?  It  appears  to  be  the  largest  expansion 
board  available  for  the  VIC,  This  huge  board  has 
eight  switch-selectable  slots  for  memory  and  pro- 
gram cartridges,  a  system  reset  button,  a  pause 
button  that  freezes  games  or  other  programs,  and 
a  switch  that  lets  you  back  up  cartridges  on  tape 
or  disk.  It  retails  for  $149.95,  from  Compuscope, 
Inc.,  of  Tillamook,  Oregon. 

Educational  Software 

Now  that  more  schools  are  acquiring  computers 
for  their  students,  and  more  parents  are  buying 
home  computers  for  their  children,  the  demand 
for  good  educational  software  is  becoming  almost 
unquenchable.  Fortunately,  some  companies 
with  background  in  other  educational  fields  are 
starting  to  get  involved  in  software. 

Among  these  is  Scholastic,  Inc.,  of  Englewood 
Cliffs,  New  Jersey.  Remember  the  Weeklif  Reader? 
Scholastic  is  now  introducing  Wizware,  a  line  of 
programs  for  Apple,  VIC-20,  Atari,  and  Texas 
Instruments  computers.  The  first  samples  are 
entertaining  and  colorful  and  make  good  use  of 
each  computer's  special  features.  Among  the  in- 
teresting programs  at  the  show  were  Turtle  Tracks, 
which  uses  turtle  graphics  to  teach  programming 
by  creating  drawings  and  songs;  The  Square  Pairs, 
a  memory  game;  and  Your  Computer,  a  how-to 
introduction  to  computers  with  a  robot  narrator. 

Another  line  of  educational  software  was 
displayed  by  Edu-Ware  Services,  Inc.,  of  Agoura 
Hills,  California.  Most  were  for  the  Apple,  with  a 
few  for  the  Atari.  Ranging  from  preschool  to  col- 
lege level,  the  programs  cover  basic  math,  algebra, 
spelling,  reading,  perception,  and  SA T/PSAT 
preparation.  One  of  the  most  interesting  packages 
was  Hands  On  BASIC  Programming,  an  introduction 
to  Applesoft  BASIC  with  additional  instruction 
on  more  advanced  BASICs.  It  includes  a  185-page 
manual  and  two  disks  of  sample  programs. 

Microfloppy  Update 

More  shots  were  fired  during  the  show  in  the 
continuing  microfloppy  wars  (see  ''Mass  Memory 
Now  And  In  The  Future,"  COMPUTE!,  March 
1983).  Since  nobody  has  agreed  yet  whether  to 
adopt  the  3-inch,  3V4-inch,  or  3^2-  inch  standard, 
everyone  seems  to  be  going  their  own  way. 

Thus  Verbatim  Corp.  of  Sunnyvale,  Califor- 
nia, widely  known  for  its  larger  diskettes,  unveiled 
a  prototype  of  a  3^/^-inch  microfloppy  disk.  The 
3V2-inch  size  is  backed  by  Sony,  and  Verbatim's 
microfloppy  will  be  manufactured  under  license 
from  Sony.  However,  Verbatim  is  varying  a  bit 
even  from  Sony's  standard  in  order  to  conform 
with  recommendations  of  the  Microfloppy  In- 


Doift  let  pried  get  in  the  ^v^ 
I  (downing  a  quality  printei: 


Adding  a  printer  to  your  computer  makes 
sense.  But  deciding  which  printer  to  add  can  be 
tricl<y.  Do  you  settle  for  a  printer  with  limited 
functions  and  an  inexpensive  price  tag  or  buy  a 
more  versatile  printer  that  costs  more  than  your 
computer?  Neither  choice  makes  sense. 

Here's  a  refreshing  option -the  new,  compact 
STX-80  printer  from  Star  Micronics.  It's  the  under 
$200  printer  that's  whisper-quiet,  prints  60  cps 
and  is  ready  to  run  with  most  popular  personal 
computers. 

The  STX-80  has  deluxe  features  you  would  ' 


'^^^H^' 
^^^^y-- 


m 


•f.^^pf>^-i 


expect  in  higher  priced  models.  It  prints  a  full  80 
columns  of  crisp,  attractive  characters  with  true 
descenders,  foreign  language  characters  and 
special  symbols.  It  offers  both  finely  detailed  dot- 
addressable  graphics  and  block  graphics.       ^ 

And,  of  course,  the  STX-80  comes  with  Star^ 
Micronics'  180  day  warranty  (90  days  on  thej| 
print  element).  WSSSSS^:  Jlii^^ 

The  STX-80  thermal  printer  from  Star 

Micronics.  It  combines  high  performance  with 
I.    a  very  low  price.  So  now,  there  is  nothing  in 

'     the  way  of  owning  a  quality  printer.    ™^^ 


'Manufacturers  suggested  retail  price, 


micronics* inc 


THE  POWER  BEHIND  THE  PfllKTED  WORD. 

Computer  Pertpherafs  Division.  1120  Empire  Central  Ptace. 
Suite  2ia  Dallas.  TX  75247  (214J  531-8560 


^!^,%2r'- 


,i^^£r£.; 


t  "■•  'r" — "VH 


The  newSTX-SO  printer 
L     for  only  $1991' 


dustry  Committee.  Verbatim's  microfloppy  will 
have  80  tracks  instead  of  70,  an  automatic  shutter 
which  covers  the  head  window  when  the  disk  is 
removed  from  a  drive,  and  a  thinner  magnetic 
coating. 

Meanwhile,  across  the  convention  hall, 
another  company  was  introducing  a  3 '/4-inch 
microfloppy  drive  while  distributing  photocopies 
of  news  articles  about  a  rejection  of  the  SV^-inch 
size.  The  3'/4-inch  drive,  hooked  up  to  a  Radio 
Shack  TRS-80  Color  Computer,  was  exhibited  by 
Tabor  Corp.,  of  Westford,  Massachusetts.  It's 
based  on  the  Dysan  3 '/4-inch  microfloppy,  a  chal- 
lenger to  Sony's  3y2-inch  disk.  Instead  of  selling 
directly  to  the  public,  Tabor  plans  to  supply  the 
drive  to  other  companies  for  private  labeling. 
The  photocopied  article  was  from  Computer  Si/5- 
tcnis  News,  reporting  on  the  recent  vote  by  the 
American  National  Standards  Institute  not  to 
adopt  a  working  paper  submitted  by  Verbatim 
and  Shugart  pushing  the  3 '/2-inch  size. 

The  decision  was  far  from  final,  however, 
and  all  three  sizes  are  still  very  much  alive.  And 
just  to  make  things  more  interesting,  IBM  recently 
unveiled  a  4-inch  microfloppy  disk  drive.  It  ap- 
pears it  will  be  quite  a  while  before  the  various 
factions  within  the  microcomputer  industry  agree 
on  how  much  to  shrink  disks.  © 


Cassettes  are  slow.< 

If  you  own  a  Commodore  64''  or  VIC  20''  computer,  you 
already  know  how  long  it  can  take  to  load  or  save  a  program. 
How  much  time  are  you  wasting  just  waiting  for  READY  to 
appear  on  the  screen?  Probably  a  lot,  and  that's  why  you  need 

THE  SIGNAL^-^  from  ZAXIS. 


N 


THE  SIGNAL  automatically  keeps  track  of  cassette 

operations  and  signals  you  with 

a  pleasant  "beep"  when  both  a 

prog^ram  header  is  found  and 

when  a  Load  or  Save  is 

completed.  You  no  longer  need 

to  stare  at  the  screen  for  what  si^^S^ 

seems  like  endless  minutes^  "^fii**^ 

instead  you  can  go  on  to  other  ^^^, 

work  and  when  you  hear  THE  -^^^^ 

SIGNAL,  vou  know  that  things     /A'-     ' 

are  READY.  THE  SIGNAL  also       *^. ,, 

provides  a  reassuring  power-on  ^^ 

beep,  and  can  be  activated 

under  program  control.  $28b^^ 

THE  SIGNAL  plugs  right  into  the  back  of  your  VIC  20  or 
Commodore  64  computer,  and  your  cassette  cable  plugs  into  THE 
SIGNAL.  That's  all  it  lakes  to  start  making  your  computer 
operations  more  efficient.  After  you've  used  THE  SIGNAL,  you 
won't  know  how  you  got  along  without  it! 

THE  SIGNAL  is  available  from  your  favorite  computer  dealer,  or 
order  direct;  S29,95  plus  $3.00  for  UPS  shipping  and  handling  iCA 
residents  add  6,b'~f  sales  taxi.  We  accept  VISA.  MasterCard,  check  or 
money  order.  Do  not  send  cash.  Sorry,  no  CODs.   /v*^:^T  /nyu""'*  Ht/m-iw 

Commodore  64  and  VIC  20  are  trademarks  of  Commodore  Business  Machines,  tnc 

I       RO.  Box  666 

San  Carlos,  CA  94070 
(4151592*4334 


W' .  UJE  mflKE  fl  GREAT  CASE 
%r^  FOR  VOUR  COmPUTER. 

^^^    One  size  does  not  fit  all.  Our  cases  are  designed  for  specific  hardware 

configurations.  When  you  put  your  computer  in  our  case,  it  fits  hand-in-glove. 
Once  your  equipment  is  safely  inside  the  attache-style  carrying  case,  it  never  has 
to  be  taken  out  again.  To  operate,  simply  remove  the  lid  and  connect  the  power. 
To  store  your  computer,  disconnect  the  power,  enclose  your  disks,  working  papers, 
and  manuals  in  the  compartment  provided ,  and  attach  the  lid.  It's  as  easy  as  that. 

•  AP101  Apple  II  with  Single  Drive , £1 09 

•  AP1 02  Apple  II  with  Two  Disk  Drives 119 

•  API  03  Apple  II  9-inch  Monitor  &  Two  Drives 129 

•  API 04  Apple  III,  Two  Drives  &  Silentype  Printer 139 

•  AP105  13"  Black  &  White  Monitor  with  Accessories 99 

•  AP106  Amdek  Color  U1  or  111  Monitor... 119 

•  FR152  Franklin  Ace  1000  or  1200  with  Two  Drives 119 

•  FR1 53  Franklin  Ace  1 000  or  1 200  with  Two  Drives  &  9"  Monitor ...  1 39  •  P409 

•  RS201  TRS-80  Model  I  Computer,  Expansion  Unit  &  Drives 109  •  IB501 

•  RS204  TRS-80  Model  ill 129  •  IB502 

•  AT301  ATARI  400  or  800  Computers  with  Peripherals 109  •  HP601 

•  P401  Paper  Tiger  Printer  (400. 445/460) 99  •  CM702 

•  P402  Centronics  730/737  &  Radio  Shack  Printer 89  •  CM703 

•  P403  Epson  MX70  or  MX80,  Microline  82A  Printer  or  Color  •  CM704 
Computer...., 89  •  NS010 

•  P404  Epson  MX100 Printer. 99  •  CC80 

•  P405  IDS560orPrism  132  Printer 109  •  CC90 

•  P406  C.  Itoh  Starwriter.  Prlntmaster  F-10  Printer. 119  •  CC91 

•  P407  Okidata  Microline  83A  or  84  Printer 99  •  CC92 

•  P408  C.  Itoh  Prowriter  2  Printer 99  •  CC50 


IB502 


IB501 


C.  Itoh  Prowriter  (Apple  Dot  Matrix)  or  WEG  PC8023  Printer 

IBM  Personal  Computer  with  Keyboard  — 

IBM  Monochrome  Monitor. , 

HP41  with  Accessories 

Commodore  64  (or  Vic  20)  with  One  Drive 

Commodore  Model  64  with  Two  Drives 

Commodore  Model  64  with  Dataset , 

North  Star  Advantage. . 

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52    COMPUTE!    July  1983 


TIMEX  MAKES  THE 

COMPUTER, 

BUT  WE  MAKE  rr  TICK. 

If  you  own  a  TS-1000  or  ZX-81  computer  and  want  to  bring  out  the  power  within  it,  you'll  want  Memotech.  From  easier  input  to  high 
quality  output  and  greater  memory,  Memotech  makes  the  add-ons  you  demand.  Ever\'  Memotech  peripheral  _ ^ 

comes  in  a  black  anodized  aluminum  case  and  is  designed  to  fit  together  in  "pigg)^  back"  fashion  enabling  you       ^^^^^^BlmWm 

to  continue  to  add  on  and  still  keep  an  integrated  system  look.  ^.^1:::::::t::^:'^^... 


Mii^  fl*»o)wliDrt  GupNci  "^ 


MEMOPAK  RAM  All  Memopak  RAMs  are  directly  addressable,  user  transparent,  are  neither  switched  nor 
paged  and  no  additional  power  supply  is  required.  You  can  also  choose  the  Memopak  I^M  which  is  just 
right  for  your  needs.  From  economy  to  powder.      16K  RAM  The  Memopak  16K  RAM  is  the  most 
economical  way  to  add  memor}'  to  your  TS-1000,  It  is  fully  compatible  with  the  Timex  or  Memotech  16K 
l^Ms  to  provide  you  with  up  to  32K  of  RAM.  The  i6K  RAM  also  offers  additional  add-on  capabilities 
through  its  "piggy  back"  connection.      32K  RAM  The  322K  Memopak  enables  you  to  execute 
sophisticated  programs  and  store  large  data  bases  and  like  the  l6K  RAM  is  fully  compatible  with  Timex's  or 
Memotech's  l6K  RAMs  to  give  you  a  full  48K  of  RAM.      64K  RAM  The  64K  Memopak  is  powerful 
enough  to  turn  your  TS-1000  into  a  computer  with  capabilities  suitable  for  business  and  educational  use.  It 
accepts  such  BASIC  commands  as  10  DIM  A  (9000).      MEMOCALC  Memocalc,  our  spreadsheet  analj^is 
software,  enables  TS-1000  users  to  perform  complex  number  crunching  routines  with  eiise,  Witli 
the  64k  RAM  a  table  of  up  to  7000  numbers  with  up  to  250  row^  or  99  columns  can  be  specified. 
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CENTRONICS  PARAUEL  AND  RS232  INTERFACES 
Memotech's  Interfaces  enable  your  TS-1000  to  use  a  wide  range  of 
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up  to  80  column  printing.  The  RS232  Interface  is  also  compatible  with  modems  and  terminals. 
SEIKOSHA  GP  lOOA  PRINTER  The  Seikosha  GP  lOOA  uses  a  5x7  dot  matrix  printing  format  with 
ASCII  standard  upper  and  lower  case  character  set.  Printing  speed  is  30  characters/second  with  a 
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T5-1000  is  a  zc^stered  uademaii  of  'Hitkx  Cocp. 

CORPORATtON 
7550  West  Yale  Avenue,  Denver,  Colorado  80227,  303/986-1516,  im  910-320-2917 


Mail  To:  Memotech  Carporaiion,  7550  West  Vale  Ave.,  Denwr,  00  80227 
I  CoLle  rO-7 

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I    •Ail  pnc&  {jLBted  in  US.  dollarj  Prices  and  spaifiaiiora  subien  to  change  without  notice. 
1  **P3ease  add  an  additional  S5  00  for  printer  shipping  chii:ges 
I  n  Check  D  MasterCard  Q  Visa 


1  Accobnt  iNo. 
I 


_£xp.. 


I  Name 


Zfp 


.-I 


RATS! 


Mike  Steed 


\ 


This  impressive  game 

makes  \/oit  feel  that  you 

are  inside  a  maze,  nof  just 

seeing  it  from  above.  Three 

dimensional  viezvs  appear 

as  hallways,  doors,  and 

corners  as  you  struggle  to 

find  the  way  out.  It's  for  Upgrade  or 

4,0  BASIC  PETs  and  Commodore  6 


You  must  find  your  way  through  a  maze 
displayed  from  a  rat's  eye  view.  After 
you  have  solved  the  maze,  the  program 
displays  the  top  view^  and  traces  your  steps. 

First,  you  are  asked  what  maze  size 
you  want,  up  to  15  by  15  (you  may  wish 
to  change  the  DIM  statement  in  line  49  - 
add  two  to  the  largest  dimension  you 
want  -  and  line  43).  Line  45  checks  to  see 
if  the  machine  code  has  been  POKEd  in, 
so  you  have  to  wait  for  that  only  the  first 
time. 

The  space  bar  is  used  to  move  forward, 
and  the  '7"  and  'T"  keys  are  used  to  turn 
left  and  right,  respectively  (turning 
doesn't  change  your  k^ation;  it  just  gives 
you  the  view  in  another  direction).  The 
''M"  key  will  display  the  top  view  of 
the  maze,  mark  your  position,  and 
tell  you  in  w^hich  direction  you 
are  headed. 

There  are  four  machine  language 
routines  in  RATS!  (they  wall  all  work 

54    COMPUTE!     July  1983 


as  is  with 
Upgrade  or  4.0 
ROMs).  LINE,  as  its 
name  implies,  draws  a 
line;  this  routine  is  similar  to 
Applesoft's  HPLOT  TO  or  Atari 
BASIC'S  DRAWTO  command. 
PLOT  sets  the  ''hi-res  cursor"  to 
the  position  from  which  the  next 
line  is  to  be  drawn,  and  plots  that 
point  on  the  screen. 
INIT  removes  everything  that  is 
not  a  letter  or  number  from  the  screen 
(thus  the  quarter-square  graphics  are 
erased,  but  not  the  "MOVE  XX"  at 
the  bottom  of  the  screen),  and  sets 
all  the  variables  used  by  the  other  rou- 
tines (locations  826-837)  to  zero. 

SCR  either  loads  or  saves  some- 
thing to  or  from  the  screen.  This  routine 
is  used  to  save  the  screen  to  memory  after 
the  top  view  of  the  maze  has  been  displayed 
the  first  time,  and  from  then  on  is  used 
to  display  the  maze  almost  instantly,  so 
you  have  to  wait  only  once. 
Readers  who  w^ant  a  copy  of  the 
program  (PET  version  only)  without 
having  to  type  it  in  may  send  a 
blank  tape  or  8050  disk,  an  SASE 
mailer,  and  $3  to:  Mike  Steed 

712  W,  1280  S, 
Provo,  UT  84601 


fBO^A 


^ISAODOI^^ 


i 


"^^^ 

|M 

^^H^ijii 

■K^^ 

P^y:M| 

^1 

^^^^H^^H 

4^ 

SPRITEMASTER  "*  n  not  jus;  anoth^^r  sv.t.'. :  inc  CommtMort;  64' 

computer. 

It's  the  finest  -utilttv  avaibfc^e  for  mutcicolpr  sptiie  animation  and  ^me 

pro^^ramming. 

It  wtU  have  yoti  making  futlcc^or  aniimtsed  objects  in  ju^t  minutes.  People  tunning, 

Nr4s  fiv-ing  or  canks  roflmg  are  a  snap  with  SpntL-ry-s-r-jr. 

It's  a  cartoan  maker  for  children. 

It  will  auronutically  append  your  sprites  to  Qther  programs. 

It's  i^asv  to  use  and  understand  and  comes  with  a  full  2 1  page  tn^truction  manual 

and  samples  of  animated  sprites to  ^  you  started.  {Sfuggest^i  wtail  price...  J£ 55 ,95 ) 


h  your  Commodore  64*  to  the  limit-!  :  -- 

NEUTRAL  ZONE^"  takes  vou  to  the  outer  cd«es  of'  the  gabic^ .  to  ALPM.A  W 
cton  whi-ise  mi^on  is  to  detect  alten  mrrudcr*  trum 


.^.^  v^  .,v.-.v,.-\N'S  LAND THE  NELTR.U  ZONE-  . 

NEUTRAL  ZONE''  is  the  uidmate  in  hi^  resolution,  fest  action,  arcav^e  qv^ 

yiiracs- k  ii  written  in  lOCK?' TT*^-— ''^-^'•"' 

560  Jeiffee  panorama.  AH  acttL 

fantastic  sound  etteccs.  The  realism  is  \mt 
price S  34.95) 


SPRITEMASTER^-  AND  NEUTRAL  ZONE"  ARE  AVAILABLE  AT  VOIR  LOC  AL  COMMODORE  DEALER  ON  EITHER  DISK  OR  TAPE. 

ACCESS  SOFTWARE  INC 

925  EAST  90^'  SOUTH,  SALT  LAKH  CITY.  UTAH  84105.  TELEPHONE  [SCU  5^2-1  ^4 
'  ' '  -   ^*  w  A  nxt'^tctcl  trademark  at  iA^mrrM^doi*  Bwsincfss Machines  Inc. 


Program  1:  rats;  pet  version 

3  POKE  59468, 12: PRINT  CHR$ (142 ): GOTO  38 

4  REM  DRAW  3-D  VIEW 

5  N=2:A-H:B=V:FF=2t {F-1):SYS  IN 

6  Z=M%{A,B)*FF:IF  ((Z/l6)  AND  1 ) =1  THEN  " 

RL=-1:G0SUB  25:GOTO  8 

7  W=M%(A+S,B-R)*FF:IF  ((W/128)  AND  l)=l  '^ 

THEN  RL=-1:G0SUB  21 

8  IF  ((z/64)  AND  1)^1  THEN  RL=1 ;G0SUB  25 

:G0T0  10 

9  W=M%(A-S,B+R)*FF:IF  ((W/l28)  AND  1  )  ==1  ^ 

THEN  RL=1:G0SUB  21 

10  IF  ((Z/12B)  AND  1)=1  THEN  14 

11  N=N+1;IF  N>8  THEN  15 

12  A=A+R:B=B+S:IF  B<2  THEN  15 

13  GOTO  6 

14  GOSUB  17 

15  RETURN 

16  REM  DRAW  CENTER  BACK 

17  POKE  HX,VX+DX{N) :POKE  HY,YU(N):SYS  PL: 

POKE  HY,YD(n):SYS  LI 

18  POKE  HX,VX-DX(N):SYS  LI: POKE  HY,YU(N): 

SYS  LI: POKE  HX, VX+DX (N) : SYS  LI 

19  RETURN 

20  REM  DRAW  BACK  SIDE 

21  POKE  HX,VX+RL*DX(N-1):P0KE  HY,YU(N):SY 

S  PL:POKE  HX,VX+RL*DX(n) :SYS  LI 

22  POKE  HY,YD(N):SYS  LI:P0KE  HX,VX+RL*DX( 

N-1) :SYS  LI 
2  3  RETURN 

24  REM  DRAW  RIGHT  OR  LEFT  SIDE 
2  5  POKE  HX,VX+RL*DX(N-1) :POKE  HY,YU(N-1): 

SYS  PL: POKE  HX, VX+RL*DX (N) 
26  POKE  HY,YU(n):SYS  LI: POKE  HY,YD(N):SYS 

LI: POKE  HX,VX+RL*DX(N-1) 
2  7  POKE  HY,YD(N-1):SYS  LI: POKE  HY,YU(N-1) 

:IF  N>2  THEN  SYS  LI 
2  8  RETURN 

2  9  REM  GET  KEYBOARD  CHARACTER 

30  GET  A$:IF  A$=""  THEN  30 

31  RETURN 

32  REM    ERROR    SOUND 

33  POKE  59467, 16: POKE  59466, 51 : POKE  59464 

,80 

34  FOR  L=l  TO  50: NEXT 

3  5  POKE  59467,0: POKE  59466,0: POKE  59464,0 

36  RETURN 

3  7  REM  INITIALIZE 

38  HX=828:HY=B29:LINE=12288:PLOT=12665:IN 

IT=12685:SCR=12725 

39  FL=12726:FH=12  730:TL=12734:TH=12  738 

40  PRINT  "{clear} {05  DOWN} {17  RIGHT} RATS  I 


41  PRINT  "{02  down} {03 

FROM  A  RAT'S  EYE 

42  INPUT  "{03  down} {07 

,V)    3,3{05  LEFT} 

43  IF  H<3  OR  H>15  OR  V 

44  PRINT  "{clear}  {dOWI'J 

45  IF  PEEK(LI)=32  AND 

EEK(LI+2)=48  THEN 

46  CK=0:FOR  L=12288  TO 

L,A:CK=CK+A:NEXT 

47  IF  CKO45230  THEN  P 

N  DATA  STATEMENTS" 

48  N=H*V-1:H=H4-1:V=V+1 

49  DIM  M%(17,17),WALK( 

U(8),YD(B) 

50  FOR  J=l  TO  V+1:M%(1 


RIGHT} SOLVE  A  MAZE 
VIEW 

RIGHT}MAZE  SIZE  (H 
"?H,V 

<3  OR  V>15  THEN  40 
} PLEASE  WAIT. . . 
PEEK(LI+1)=33  AND  P 
48 

12  761:  READ  A:  POKE  '^ 

RINT  "{dOWnIeRROR  I 

:STOP 

:D=1 

100)iCUT(5),DX(8),Y 

,J)=4:M%(H+1, J)-1:N 


EXT 

51  MX=79:r4Y=49:VX=39:VY=24:X=VX 

52  FOR  J  =  l  TO  8:DX(J)=X:YU(J)==INT(VY-X*VY 

/ VX ) : YD ( J ) =INT ( VY+X* ( MY- VY ) /VX ) 

53  X=INT{X*7/l0) :NEXT 

54  FOR  1=2  TO  H: M% (l , V+1 )=8 : M% (l , 1 )=2 : FOR 

J=2  TO  V:M%(I,J)=15:NEXT:NEXT 
5  5  R=INT(h/2)+1:S=INTCv/2)+1:M%(R,S)-15 
56  PRINT  "{clear} {down} GENE RATING  MAZE.,. 

"; : GOSUB  33 
5  7  REM  GENERATE  RANDOM  MAZE  (ALGORITHM  FR 

OM  ROGERS  AND  STRASSBERGER) 

58  FOR  IWALK=1  TO  N 

59  I=Z 

60  IF  M%(R-1,S)>14  then  1=1+1 : CUT( I ) =1 

61  IF  M%(R,S-1)>14  THEN  1=1+1 : CUT( I ) =2 

62  IF  M%(R+1,S)>14  THEN  1=1+1 :CUT( I ) =3 

63  IF  M%(R,S+1)>14  THEN  1=1+1 : CUT ( I ) =4 

64  IF  1=0  THEN  75 

65  IF  I<>1  THEN  I=INT(RND( 1 ) *I )+l 

66  ON  CUT(I)  GOTO  67,69,71,73 

67  M%(R,S)=M% CR,S)-(M%(R,S)  AND  1 ) : R=R-1 

68  M%(R,S)=M%(R,S)-((M%{R,S)/4)  AND  1)*4; 

GOTO  86 

69  M%(R,S)=M%(R,S)-( (M%{RrS)/8)  AND  1)*S: 

S=S-1 

70  M%(R,S)=M%(R,S)-((M%(R,S)/2)  and  1)*2: 

GOTO  86 

71  M%(R,S)=M%(R,S)-( (M%(R,S)/4)  AND  1)*4: 

R=R+1 
7  2  M%(R,S)=M%(R,S)-(M%(R,S)  and  1):G0T0  S 
6 

73  M%(R,S)=M%(R,S)-( (M%{R,S)/2)  AND  l)*2: 

S=S+1 

74  M%(R,S)=M%(R,S)-( (M%(R,S)/8)  AND  1)*B: 

GOTO  86 
IF  D=-l  THEN  79 
IF  R<>H  THEN  83 
IF  S<>V  THEN  82 

7  8  R=2:S=2:GOTO  84 
79  IF  R<>2  THEN  S3 

IF  S<>V  THEN  82 
R=H:S=2:G0T0  84 

8  2  S=S+1:D=-D:G0T0  84 
8  3  R=R+D 

84  IF  M%(R,S)=15  THEN  75 

85  GOTO  59 

86  NEXT  I WALK 

8  7  MH=H:MV=V;I=INT(RND(1)*{MH-1)}+2 

88  M%(I,1)=0:M%(I,2)=M%(I,2}-((M%(I,2)/8) 

AND  1)*8 

89  H=INT(RND(1)*{MH-1) )+2 :H1=H:V1=V 

90  PRINT  "{clear} {down} MAZE  COMPLETED .": G 

OSUB  33: GOTO  105 

91  REM  DISPLAY  TOP  VIEW  OF  MAZE 

92  HZ=INT(79/mh) :VZ=INT(49/MV) 

93  sys  in:poke  216,24:print  tab( 25 ) ; " {up} 

{home}"? 

94  poke  hx,1+hz:p0ke  hy,1+vz:sys  pl: poke 

HY,MV*VZ+1:SYS  LI 

95  FOR   J=l    TO    MV:FOR    1=2    TO    MH:N=M%(l,J): 

X=I*HZ+1 : Y=J*VZ+1 

9  6  IF  ((n/2)  and  1)=1  THEN  POKE  HX,X:POKE 

HY,Y:SYS  PL:POKE  HX,X-HZ:SYS  LI 

97  IF  ((n/4)  and  1)=1  THEN  POKE  HX,X:POKE 

HY,Y:SYS  PL: POKE  HY,Y-VZ:SYS  LI 

98  NEXT: NEXT 

99  RETURN 

100  REM  MARK  PLAYER'S  POSITION 

101  X=H*HZ-1:Y=V*VZ-1:P0KE  HX,X+1:P0KE  HY, 
Y+1:SYS  PL 


75 
76 

77 


80 
81 


56    COMPUTE!    July  1983 


BUSIWRTTER 


BGSIWRITER  A  Honey  of  a  Word  Processor 

Why  word  processors? 

Word  processors  allow  the  user  to  quickly  and  easily  create  letters, 
memos,  notes,  reports,  term  papers^  manuals,  poetry  and  any  other  writ- 
ten information  using  the  memory  of  the  computer  as  a  pencil  and 
paper.  The  computer  display  or  terminal  acts  as  a  window  through 
which  the  user  views  the  information  as  it  is  entered.  The  outstanding 
advantage  of  using  BUSIWRITER  is  that  it  acts  not  only  as  a  pencil  and 
paper  but  as  a  perfect  eraser  and  automatic  typewriter. 


Efl^ 


M'^n'a'^ii  Q^'o  o  H  n  »  n  a  B  E3  El 


;  ^  a  £1  o  a  d  d  B  Q  IB  n  H  D  I 

.£1  am  oomaacitsiaan  os  m  f^ ' 


For  Commodore  CBM-64 
Commodore  1515, 1525,  Epson,  C.  Itoh,  Qume,  Diablo,  NEC  Spinwriter,  Starwriter, 

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And  many  more  printers 
BUSIWRITER  The  Queen  Bee  of  Word  Processors 

BUSIWRITER  allows  the  user  to  quickly  and  easily  make  any  number 
of  alterations  to  the  text.  BUSIWRITER  wiil  instantly  reformat  your  text 
and  show  you  exactly  and  continuously  how  the  final  output  will  appear. 
BUSIWRITER  has  more  functions  than  any  other  known  microcomputer 
word  processor.  With  BUSIWRITER  assisting  in  the  entry  of  text,  provid- 
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outstandingly  more  accurate  than  if  it  were  prepared  by  hand. 

BUSIWRITER  With  the  Sting  Removed  from  the  Prices 

BUSIWRITER  64 only  $99.00  for  the  CBM  64 

BUSIWRITER  AVAILABLE  NOW  FROM  YOUR  LOCAL  DEALER 

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Skyles  Electric  Works 

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Europe  please  contact  Supersoft,  Winchester  House,  Harrow  Wealdstone,  England  HA3  7SJ,  Tel.  01  861  1166 


102 

103 
104 

105 

106 
107 

108 
109 
110 
111 
112 

113 

114 

115 

116 

117 
118 
119 

120 

121 
122 
123 
124 
125 
126 
127 
128 
129 
130 
131 

132 

133 

134 
135 
136 

137 

138 

139 

140 
141 
142 
143 
144 

145 

146 
147 


148 
149 
150 
151 


152 


POKE  HX,X-HZ+2:P0KE  HY, Y-VZ+2 : SYS  LI:P  153 
OKE  HY,Y+2:SYS  PL 

POKE  HX,X+2;P0KE  HY, Y-VZ+2 :SYS  LI  154 

RETURN  155 
FOR  X=l  TO  MH:FOR  Y=l  TO  MV:M% (X, Y)=M% 

(X,Y)+M%(X,Y)*16: NEXT: NEXT  156 
REM  PLAY 

F=INT(RND(1)*4)+1:0N  F  GOTO  108,109,11  157 

0,111  158 

R=0:S=-1:GOTO  112  159 

R=+l: 8=0: GOTO  112  160 

R=0:S=+1:GOTO  112  161 

R=-l!S=0  162 

PRINT  "{clear} {DOWN JPRESS  {REV}j[0FF]  163 

TO  TURN  LEFT  164 

PRINT  "ID0WN}PRESS  {REV}l{OFF}  TO  TURN  165 

RIGHT  166 

PRINT  "t DOWN 1 PRESS  { REV } SPACE I OFF}  TO  167 

GO  FORWARD  168 

PRINT  "IdOWN}PRESS  {REV}mIOFF}  TO  DISP  169 

LAY  TOP  VIEW  OF  MAZE  170 

PRINT  "[03  DOWN} {rev}  PRESS  ANY  KEY  TO  171 

CONTINUE  "  172 

GOSUB  30:PRINT  " IcLEAR} " ? iGOSUB  5  173 

REM  GET  KEYSTROKE  174 

GOSUB  30  175 

ON  -(A?  =  "J")-2*(A5-"L'*)-3*(A$="  ")-4*{  176 

A$="M")  GOTO  122,124,131,136  177 

GOSUB  33:GOTO  112  178 

F=F-1:IF  F<1  THEN  F=4  179 

GOTO  12  5  180 

F=F+1:IF  F>4  THEN  F=l  181 

ON  F  GOTO  126,127,128,129  182 

R=0:S=-1:GOTO  130  183 

R=+1:S=0:GOTO  130  184 

R-0:S=+1:GOTO  130  185 

R=-1:S=0  186 

GOTO  135  187 

Z=M%(H,V):T=Z*2"(F-1);T=(T/128)  AND  1:  188 

IF  T=l  THEN  GOSUB  3  3:GOTO  119  189 

NM=NM+1:P0KE  216, 24: PRINT  TAB{25);"{UP  190 

UP}M0VE"?NM? "[home) ";  191 

IF  NM<100  THEN  WALK(NM)=F  192 

H=H+R:V=V+S:IF  V<2  THEN  147  193 

GOSUB  5:G0T0  119  194 

IF  NOT  MS  THEN  138  195 

POKE  FL, 218: POKE  FH, 49: POKE  TL,0:POKE  196 

TH,128:SYS  SC : GOTO  139  197 

GOSUB  92: POKE  FL,0:POKE  FH, 128: POKE  TL  198 

,218:POKE  TH,49:SYS  SC:MS=-1  199 

GOSUB  101: PRINT  "{hOME}YOU  ARE  FACING  200 

";:  ON  F  GOTO  140,141,142,143  201 

PRINT  "NORTH"; :GOTO  144  202 

PRINT  "EAST"r:GOTO  144  203 

PRINT  "SOUTH"; :GOTO  144  204 

PRINT  "WEST";  205 

PRINT  ".   PRESS  ANY  KEY  TO": PRINT  "CON  206 

TINUE":GOSUB  30  207 

PRINT  "{home)  2  03 

": PRINT  "  "  209 

GOSUB  5: GOTO  119  210 

GOSUB  33:V=V1:H=H1:IF  MS  THEN  POKE  FL,  211 

2 18: POKE  FH,49:P0KE  TL,0:POKE  TH,  212 

128  213 

IF  MS  THEN  SYS  SC:GOTO  150  214 

GOSUB  92  215 

GOSUB  101  216 

PRINT  "{home) {down} CONGRATULATIONS- YOU  217 

*RE  OUT  IN"?NM?''STEPl  {left}  {INST}  218 

S"  219 

REM  DRAW  PATH  WALKED  2  20 


POKE  HX,H*HZ-HZ/2+1:P0KE  HY, V*VZ-VZ/2+ 

1 :SYS  PL 

FOR  N=l  TO  NM:IF  N>100  THEN  158 

F=WALK(N):V=V+(F=1)-(F=3):H=H+(F=4)-'(F 

=  2) 

POKE  HX,H*HZ-HZ/2+1:P0KE  HY, V*VZ-VZ/2+ 

1 ;SYS  LI 

NEXT 

PRINT: END 

DATA  32,  33,  48,  173,  58,  3,  133 

DATA  0,  173,  59,  3,  133,  1,  32 

DATA  0,  49,  173,  62,  3,  205,  63 

DATA  3,  16,  8,  240,  6,  32,  173 

DATA  48,  76,  3,  48,  96,  169,  128 

DATA  24,  109,  60,  3,  56,  237,  58 

DATA  3,  141,  63,  3,  169,  128,  24 

DATA  109,  61,  3,  56,  237,  59,  3 

DATA  141,  64,  3,  162,  128,  142 

DATA  66,  3,  142,  69,  3,  232,  142 

DATA  67,  3,  142,  68,  3,  173,  63 

DATA  3,  201,  128,  176,  11,  169 

DATA  127,  141,  68,  3,  169,  0,  56 

DATA  237,  63,  3,  41,  127,  141 

DATA  63,  3,  173,  64,  3,  201,  128 

DATA  176,  11,  169,  127,  141,  67 

DATA  3,  169,  0,  56,  237,  64,  3 

DATA  41,  127,  141,  64,  3,  173 

DATA  63,  3,  205,  64,  3,  176,  32 

DATA  174,  63,  3,  172,  64,  3,  142 

DATA  64,  3,  140,  63,  3,  173,  68 

DATA  3,  141,  66,  3,  173,  67,  3 

DATA  141,  69,  3,  169,  128,  141 

DATA  67,  3,  141,  68,  3,  173,  63 

DATA  3,  74,  141,  65,  3,  169,  0 

DATA  141,  62,  3,  96,  173,  68,  3 

DATA  56,  233,  128,  24,  109,  58 

DATA  3,  141,  58,  3,  173,  69,  3 

DATA  56,  233,  128,  24,  109,  59 

DATA  3,  141,  59,  3,  173,  65,  3 

DATA  24,  109,  64,  3,  141,  65,  3 

DATA  238,  62,  3,  173,  65,  3,  205 

DATA  63,  3,  48,  35,  240,  33,  56 

DATA  237,  63,  3,  141,  65,  3,  173 

DATA  66,  3,  56,  233,  128,  24,  109 

DATA  58,  3,  141,  58,  3,  173,  67 

DATA  3,  56,  233,  128,  24,  109 

DATA  59,  3,  141,  59,  3,  96,  169 

DATA  0,  133,  148,  169,  32,  133 

DATA  2,  165,  0,  201,  80,  176,  56 

DATA  16  5,  1,  201,  50,  176,  50 

DATA  234,  234,  234,  234,  70,  0 

DATA  38,  148,  106,  38,  148,  133 

DATA  1,  10,  10,  101,  1,  10,  10 

DATA  38,  2,  10,  38,  2,  234,  234 

DATA  234,  133,  1,  166,  148,  189 

DATA  99,  49,  133,  148,  164,  0 

DATA  177,  1,  162,  15,  221,  103 

DATA  49,  240,  4,  202,  16,  248 

DATA  96,  173,  156,  3,  240,  6,  138 

DATA  5,  148,  170,  208,  8,  138 

DATA  73,  255,  5,  148,  73,  255 

DATA  170,  189,  103,  49,  164,  0 

DATA  145,  1,  96,  1,  1,  2,  4,  8 

DATA  32,  126,  123,  97,  124,  226 

DATA  255,  236,  108,  127,  98,  252 

DATA  225,  251,  254,  160,  234,  0 

DATA  173,  60,  3,  141,  58,  3,  133 

DATA  0,  173,  61,  3,  141,  59,  3 

DATA  133,  1,  32,  0,  49,  96,  162 

DATA  128,  160,  0,  134,  34,  132 

DATA  33,  177,  33,  41,  127,  201 


58    COMPUTE!    July  1983 


Software  first, 
computer  second.  ^ 

Workhorse  solutions 
for  tough  questions, 

OK.  You're  ready  to  make  the  leap.  You  need  a  computer  and 
you're  ready  tD  buy.  But  which  one?  There  are  so  many  Every        ^y 
store  youVe  visited  has  six  different  lines.  At  least  two  were        a# 
always  right  for  you.  How  can  you  nnake  an  intelligent  0' 

business  decision?  "■'' 

D^lde  on  your  software  first  No  computer  is 
better  than  the  soto/are  that  runs  the  operation.  No 
software  is  better  than  Southern  Solutions.  We 
have  real  business  accounting  and  recond  keeping 
software  that  is  right  for  todays  business  worid. 
We  sell  only  through  professional  computer 
dealers.  That  is  where  you  are  going  to  get  the^ 
help  you  will  need  to  make  any  computer 
become  the  productivity  too!  it 
should  be. 

Compare  our  software  solu 
tions  with  thetrs; 

RleGuand'^'  —  Protects  your 
precious  data  files.  Never  allows 
you  to  lose  files,  even  if  the 
electricity  goes  off  while  you 
are  working.  Most  other  soft- 
ware loses  files  after  pcwer 
loss. 

SuperMath'"  —  Maybe 
you  are  small  now.  but  you 
don't  plan  to  stay  that  way 
Our  software  with  Super- 
Math  "'  will  handle  numbers  up 
to  $1  billion.  Most  micros  stop  at 
far  less. 

User-Defined  Reports  —  You  can 
decide  what  your  Balance  Sheet  P&L. 
Budget  Analysis,  etc.,  will  look  like. 

Complete  Systems  or  Individual  Mod- 
ules "  General  ledger  accounts  receivable, 
billing,  payroll,  accounts  payable,  mailing  list     ,   s.  "^ 
management  oil  accounting,  phannr^cy  l  «.JV 

management  encumbrance  account- 
ing, etc. 

Printer  Compatible  -  Our  software 
uses  practically  any  printer  so  you  can 
get  what  you  m\\  need  for  other  uses. 

Dealer  Supported  —  Sold  only 
through  professional  computer  dealers. 

Hardware  Rexible  —  Software  for 
almost  every  Commodore  connputer  ever 
made,  including  the  exciting  new  Com- 
modore 64*. 

Real  business  software  for  real 
business  computers,  with  ca- 
pability you  need,  at  prices  you 
can  afford. 

Call  or  write  for  the 
name  of  the  dealer  nearest 
you. 

Dealer  Hotline: 
1-800-527-4S48 


tinuns 

PO.  Box  P,  M^Xinney.  Texas  jsoffp  -  (214)  542-0278 


•Commodore  64  is  a  registered  trademark  of  Commodore 


221  DATA  64,  48,  2,  169,  32,  145,  33 

222  DATA  200,  208,  241,  232,  224,  132 

223  DATA  208,  232,  169,  0,  170,  157 

224  DATA  58,  3,  232,  224,  12,  208 

225  DATA  248,  96,  169,  218,  133,  31 

226  DATA  169,  49,  133,  32,  169,  0 

227  DATA  133,  33,  169,  128,  133,  34 

228  DATA  162,  4,  160,  0,  177,  31,  145 

229  DATA  33,  136,  208,  249,  230,  32 

230  DATA  230,  34,  202,  48,  2,  208 

231  DATA  240,  96 

Program  2: 

RATS!  64  Version  -  Setup  Program 

Run  this  program  before  RUNiiiii^;^  RATS!  on  the  64. 

100  POKE16384,0:POKE1 6385,0 
110  POKE56578, PEEK ( 56578 )0R3 
120  POKE56576, ( PEEK( 56576 )AND252 )0R1 
130  POKE53272,4:POKE648,128 
140  POKE53280,12:POKE532B1,12 
145  POKE641,0:POKE642,64 

150  POKE43 , 1 : P0KE44 , 64 : P0KE5  5 , 0 : P0KE56 , 1 
28:P0KE646, 1 : PRINT" {CLR} " 

Program  3: 

RATS!  64  Version  -Adjustments  To  Program  1 

RcphKC  these  lines  in  Program  1  if  you  are  using  the  64. 

3  rPRINT  CHR$  (142) :GX  =  49152:GOTO  38 

46  CK=0:FdR  L=12288  TO  12761:READ  A:POKE 

L,A:CK=CK+A:NEXT:FORK=GXTOGX+2  3:READ 
GX 

47  POKEK,GX:NEXT:IF    CKO50144    THEN    PRINT 

"{DOWNlERROR  IN  DATA  STATEMENTS": STO 

P 
56  PRINT  'MCLR} {DOWN}GENERATING  MAZE..." 

; :GOSUB  2000 
90  PRINT  "{CLR}{D0WN}MAZE  COMPLETED ." :G0 

SUB  2000:GOTO  105 
93  SYS  IN: POKE  214, 24: PRINT  TAB  (25);" 

{UP}{9  SPACES} {HOME}"; 
117  GOSUB  30:PRINT  " {CLR} " ? : SyS49152 : GOS 

UB  5 
121  GOSUB2000:GOT0112 

131  Z=M% (H,V) :T=Z*2| (F^l) :T= (T/128)  AND 
1:IF  T=l  THEN  GOSUB  2000:GOTO  119 

132  NM=NM+1:P0KE  214,24:PRINT  TAB(25);" 
{UP}M0VE";NM; "{HOME}"; 

147  GOSUB2000:V=V1:H=H1:IF  MS  THEN  POKE 
FL,  218: POKE  FH, 49: POKE  TL,0:POKE  TH , 
128 

Program  4: 

Add  these  lines  to  Program  1  if  ijou  are  usijig  the  64, 

20  00  30=54  272 :FORR=S0TOS0+28:POKEE,0:NEX 

T 
2010  POKE54296,  15  :POKE54277,  51  :P0KE5 

4278,  211 
2020  POKE  54276,  33  :POKE  54273,  63  :POK 

E54272,  75 
2030  F0PT=1T0  200  :NEXT : POKE54276 ,  32:FO 

RT=1T0  100  :NEXT 
20  4  0  FORE=S0TOS0+2  8:POKEE,0:NEXT 
2050  RETURN 

Remove  lines  32,  33,  34,  35,  and  36  if  you  are  using  the  64, 

60     COMPUTE!    JLjfy1983 


Gregg  Peele 
Programming  Assislont 


RATS!  For  64 

The  Commodore  64  version  of  "RATS!"  uti- 
lizes the  same  machine  language  program 
that  was  used  in  the  PET  version.  The  pro- 
gram was  changed  significantly  in  only  two 
ways.  First,  zero-page  locations  were  altered 
because  there  is  limited  zero  page  space  on 
the  64.  Second,  a  routine  to  fill  screen  with 
color  has  been  added  to  make  the  maze  visible 
on  the  newer  64s.  (Color  RAM  must  be 
POKEd  on  newer  64s,  or  values  POKEd  to 
the  screen  are  invisible.) 

Whenever  you  run  the  64  version,  you 
must  prepare  the  64  by  running  Program  2 
first.  Program  2  sets  screen  memory  at  32768 
($8000)  and  places  BASIC  at  16384  ($4000); 
this  emulates  the  PET  screen  and  provides 
a  safe  place  for  both  BASIC  and  the  machine 
language  program.  Since  the  screen  norm- 
ally resides  at  1024  ($0400),  be  carehd  not  to 
hit  the  RUN/STOP  and  RESTORE  keys  si- 
multaneously while  you  are  within  the 
program.  If  you  do  this,  then  the  64  will 
"forget"  where  your  BASIC  program  resides, 
and  you  will  lose  your  program. 

To  transform  Program  1  (the  PET  ver- 
sion) into  a  64  version,  type  in  Program  1  as 
is  except  replace,  add,  and  delete  lines  as 
instructed  below.  Also,  all  DATA  statement 
lines  are  different  (see  Program  5). 


Program  5: 

Use  none  of  the  DATA  statements  from  Program  1 .  Instead, 
use  these  for  the  64. 


160 
170 
180 
190 
200 
210 
220 
230 
240 
250 
260 
270 
280 
290 
300 
310 
320 
330 
340 
350 
360 
370 
380 

390 
400 
410 


DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

41 

DATA 

DATA 

DATA 


32,  33,  48 
173,  59,  3 
173,  62,  3 
240,  6,  32 
96,  169,  1 
237,  58, 
24,  109, 

141,  64, 

142,  69, 
68,  3,  173 
11,  169,  1 
56,  237,  6 
3,  173,  64 
169,  127, 
237,  64,  3 

173,  63,  3 

174,  63,  3 
3,  140,  63 
66,  3,  173 
169,  128, 
173,  63,  3 
0,  141,  62 
56,  233,  1 


,  173,  58,  3,  133,  2 
,  133,  195,  32,  0,  49 
,  205,  63,  3,  16,  8 
,  173,  48,  76,  3,  48 
28,  24,  109,  60,  3,  56 
,  141,  63,  3,  169,  128 
1,  3,  56,  237,  59,  3 
,  162,  128,  142,  66,  3 
,  232,  142,  67,  3,  142 
,  63,  3,  201,  128,  176 

27,  141,  68,  3,  169,  0 
3,  3,  41,  127,  141,  63 
,  3,  201,  128,  176,  11 
141,  67,  3,  169,  0,  56 
,  41,  127,  141,  64,  3 
,  205,  64,  3,  176,  32 
,  172,  64,  3,  142,  64 
,  3,  173,  68,  3,  141 
,  67,  3,  141,  69,  3 
141,  67,  3,  141,  68,  3 
,  74,  141,  65,  3,  169 
,  3,  96,  173,  68,  3 

28,  24,  109,  58,  3,  1 


58,  3,  173,  69,  3,  56,  233,  128 
24,  109,  59,  3,  141,  59,  3,  173 
65,  3,  24,  109,  64,  3,  141,  65 


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TOTAL  EMULATION  of  the  Commodore®  printer.  Using  the  latest  technology,  this  interface  will  display  the  full  GRAPHIC 
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Beside  this,  a  2K  buffer  has  been  provided,  a  full  printer  self  test  LED  Status  indicators,  Printer  Reset  switch,  skip  over  perf, 
margin  set  and  programmable  line  length.  This  interface  is  printer  specific  to  take  advantage  of  the  special  features  of  your 
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V  budget  minded.  This  interface  plugs  into  the  USER-port  and  comes  with  an 

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64^^.  It  can  be  used  with  viftually  any  printer  that  has  a  standard 
Centronics  type  configuration  and  connection.  Fully  buffered  for  maximum 
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Easy  to  learn,  easy 
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April.  1983 


*125 


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9 


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Dealer  inquiries  invited. 

City  Soitware 


PET  CBM  and  Commodore  64  trademarks  of  Commodore  Electronics.  Ltd 
"Products  of  Batteries  Included 


ATTENTION  PROGRAMMERS 
If  you're  new  to  computings  please  read  "How 
To  Type  COMPUTE! 's  Programs"  and  "A 
Beginner's  Guide  To  Typing  In  Programs." 


420    DATA    3,     238,    62,     3,     173,    65,     3,     205 
430    DATA    63,     3,     48,     35,     240,     33,     56,     237 
440    DATA    63,     3,     141,     65,     3,     173,     66,     3 
450    DATA    56,     233,     128,     24,     109,     58,     3,     1 

41 
460    DATA    58,     3,     173,     67,     3,    56,     233,     128 
470    DATA    24,     109,     59,     3,     141,     59,     3,     96 
480    DATA    169,    0,     133,     168,     169,     32,     133, 

196 
490    DATA    165,     2,     201,     80,     176,     56,     165, 

195 
500  DATA  201,  50,  176,  50,  234,  234,  234 

,  234 
510  DATA  70,  2,  38,  168,  106,  38,  168,  1 

33 
520  DATA  195,  10,  10,  101,  195,  10,  10, 

38 
530  DATA  196,  10,  38,  196,  234,  234,  234 

,  133 
540  DATA  195,  166,  168,  189,  99,  49,  133 

,  168 
550  DATA  164,  2,  177,  195,  162,  15,  221, 

103 
560  DATA  49,  240,  4,  202,  16,  248,  96,  1 

73 
570  DATA  98,  49,  240,  6,  138,  5,  168,  17 

0 
580  DATA  208,  8,  138,  73,  255,  5,  168,  7 

3 
590  DATA  255,  170,  189,  103,  49,  164,  2, 

145 
600  DATA  195,  96,  1,  1,  2,  4,  8,  32 
610  DATA  126,  123,  97,  124,  226,  255,  23 

6,  108 
620  DATA  127,  98,  252,  225,  251,  254,  16 

0,  234 
630  DATA  0,  173,  60,  3,  141,  58,  3,  133 
640  DATA  2,  173,  61,  3,  141,  59,  3,  133 
650  DATA  195,  32,  0,  49,  96,  162,  128,  1 

60 
660  DATA  0,  134,  254,  132,  253,  177,  253 

.  41 
670  DATA  127,  201,  64,  48,  2,  169,  32,  1 

45 
680  DATA  253,  200,  208,  241,  232,  224,  1 

32,  208 
690  DATA  232,  169,  0,  170,  157,  58,  3,  2 

32 
700  DATA  224,  12,  208,  248,  96,  169,  218 

,  133 
710  DATA  251,  169,  49,  133,  252,  169,  0, 

133 
720  DATA  253,  169,  128,  133,  254,  162,  4 

,  160 
730  DATA  0,  177,  251,  145,  253,  136,  208 

,  249 
740  DATA  230,  252,  230,  254,  202,  48,  2, 

208 
750  DATA  240,  96 
1000  DATA  162,  0,  169,  1,  157,  0,  216,  1 

57 
1010  DATA  0,  217,  157,  0,  218,  157,  0,  2 

19 
1020  DATA  232,  208,  241,  96,  234,  234,  2 
34,  0  i 


T^icAif^iUVcJUc^ifuMuUcaUaK^ 


s^!' 


ooC^^ 


xxa' 


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00\i' 


'^         RTC 


10610  BAYVIEW  (Bayview  Plaza) 
RICHMOND  HILL,  ONTARIO,  CANADA  L4C  3N8 
(416)884-4165 

C64-LINK 

The  Smart  64 


^, 


So 


^Oi 


avj 


V^^^56, 


^0 


RTC 


Call  or  write 
payments 
by  VISA, 
MASTERCARD 
or  BANK 
TRANSFER. 
Mailorders 
also  by 
certified 
check,  etc. 


M  any  more  64s 


^^ 


I 


^^ 


J 


nrrrTTTTTTTTTTTl 


I 


TTT^TTTrTTTT 


Wiy.'i'.^^Vi, 


T 


Spooling 

to 
Printer 


Cartridge 

Expansion  Slot 


Serial 
Audio     I/O 

Switch      RF    Video     Port 


@ 


C64-LINK 


IEEE    Disl<s 

(2031)  (4040) 

(8050)   (8250) 

(9090) 


VL16 


IEEE    Printers 

(4022)  (8023) 

(8300) 

etc. 


1541    Drive 

And 

1525    Printer 

or  1515  Printer 

or  VL3   Cable 
to   Parallel 
Printer 


(future) 

Cartridge 

Mother   Board 


IEEE  to  Parallel 
Interface 

Parallel 
Devices 


IEEE  to  Serial 
Interface 

True   Serial 
Devices 


or  VL4   Cable 

to   Standard 

M  odem 


CP/M 


POWER 
And 


® 


PAL 


© 


Other 
Cartridges 


Give  These   Expanded  5^^ 

Capabilities  To   Your  64  N^ 

-k  The  ability  to  transfer  data  from  any  type  of  device  to  another  (IEEE,  Serial, 
Parallel) 

■A-  BASIC  4.0  which  allows  you  to  run  more  PET  BASIC  programs  and  gives  you 
extended  disk  and  I/O  commands. 

-^  The  ability  to  have  several  64s  on  line  together  -  sharing  common   IEEE 
devices  such  as  disks  or  printers  with  Spooling  Capability . 

^  Built-in  machine  language  monitor 

i^  A  built-in  terminal  or  modem  program  which  allows  the  system  to  communi- 
cate through  a  modem  to  many  buKettn  board  systems  and  other  computer 
mainframes. 


if;  Compatibility  with  CP/M. 


Contact  your  local  Commodore  Dealer  or  RTC. 


CopyrlghtsandTradomarks 

C64  13  a  copyright  of  Commodore  Business  Machines, 
Inc.  C64-LINK  is  a  copyright  of  Richvale  Tele- 
communications- CP/M  Is  a  registered  trademark  of 
Digital  Research.  POWER  is  a  trademark  of  Pro- 
fessional Software.  PAL  is  a  copyright  of  Brad 
TempJeton. 


GOBLIN 


Dan  Goff 


In  ''Gohlin"  (for  the  unexpanded  VIC,  64,  Atari,  Th 
and  Apple)  citstoifi  characters  are  used  to  create  a  shnple 
yet  entertaining  game.  The  object  is  to  capture  tlie 
scozvling  creatures  with  your  goblin  zvhile  avoiding  the 
many  block-shaped  obstacles  that  lie  in  your  path. 

After  obstacles  and  sad  faces  have  been 
positioned,  "Goblin"  begins  when  the  main  char- 
acter appears  at  the  bottom  of  the  screen.  As  the 
game  progresses,  the  goblin  moves  continually 
upward  and  the  player  controls  only  its  horizontal 
movement.  The  "O"  and  "P"  keys,  in  conjunction 
with  the  GET  command  in  line  260,  enable  the 
player  to  move  the  goblin  left  and  right,  respec- 
tively. Children  especially  like  the  cumulative 
effect  of  the  GET  statement;  they  make  rapid  key 
punches  and  then  wait  for  the  delayed  effects. 

As  each  sad  face  is  captured  by  the  goblin, 
the  score  is  updated  and  printed  at  the  upper  left. 
If  the  goblin  successfully  clears  the  screen  of  all 
the  faces,  an  entirely  new  playfield  wall  be  pro- 
vided. A  game  lasts  as  long  as  you  wish. 

A  single  round  ends  when  the  goblin  crashes 
into  an  obstacle.  At  this  point,  the  remaining  sad 
faces  smile,  and  you  are  asked  if  you  wish  to  play 
again.  If  you  don't,  it  is  probably  best  to  respond 
by  typing  "N"  so  that  full  memory  is  restored  to 
the  VIC. 

On  the  other  hand,  if  you  play  again,  your 
previous  highest  score  will  be  posted  as  the  new 
game  begins.  The  incentive  to  exceed  a  record 
score  makes  any  game  more  fun. 


64,AtARI,TI-99/4A 
And  Apple  Version 
Notes 

The  64,  Atari,  TI-99/4A,  and  Apple  versions 
of  Goblin  are  almost  identical  to  the  VIC  ver- 
sion. Minor  differences  do  exist,  however,  in 
the  Atari  and  Apple  versions. 

The  Atari  version  uses  the  "  +  "  and  "'*^" 
keys  to  control  left  and  right  movement  of 
the  goblin.  The  Apple  uses  the  left  and  right 
arrow  keys. 

The  Apple  version  requires  that  you 
have  a  disk  drive  with  the  DOS  Tool  Kit  disk 
in  the  drive  when  the  program  is  run.  This 
version  defines  certain  characters  using  the 
program  "Animatrix'"  from  this  disk.  As 
Goblin  is  run,  these  custom  characters  are 
placed  in  memory  as  shapes  and  are  later 
drawn  on  the  high-resolution  graphics 
screen.  When  the  game  begins,  they  are 
simultaneously  POKEd  into  the  areas  of 
memory  associated  with  the  text  and  the 
high-resolution  graphics  screens.  So,  al- 
though you  see  these  redefined  characters 
on  the  high-resolution  page,  collision  detec- 
tion is  actually  carried  out  by  PEEKing  text 
screen  memory. 


Chasing  goblins  on  the  VIC-20  version  of  Goblin. 

64    COMPUTll    July  1983 


Goblin  on  the  Commodore  64. 


..:.,.   \ 

/^  r^ 

i-     1    //    , 

^\\ 

V\^//    ^' 

^^m"^^ 
^s^ 

'l^tGOT  THEMOW 
LONG  RA^4GE" 

Sirius 


For  more  information 
contact  your  local  Sirius 
dealer  or  contact  Sirius 
directly  at  10364 
Rockingham  Drive, 
Sacramento,  CA  95827 
(916)366-1195. 


Game  desfgn  by  Dan  Thompson  VIO20  version 
pfogfammed  by  Leonard  Bortoni  Package, 
program  and  audio  visual  c  tgas  Sirius 
Software,  tnc-.  Sacramento.  Calilornia  SS627.  All 
rights  reserved. 

Sirius  and  Final  Ofbit  are  trademarks  of  Sirius 
Software,  inc  Alan  400,  800  and  t200  are 
trademarks  of  Atari,  Inc-  VIC- 30  is  a  uademark  of 
Commodore  Business  Machines,  Cofp  Sjrius 
IS  no!  alhiiated  with  Alan  or  Commodore. 


Atari  400,  800  & 
1200  Cartridge 

VIC'20  Cartridge 


WESnCKOURG 

THESUND 


1 


i 


RAPMCS  WHERE 


TSHMEI 

You'll  never  see  Infocom  s  graphics  on 
any  computer  screen.  Because  theres 
ne\^er  been  a  computer  built  by  man 
that  could  handle  the  images  we  pro- 
duce. And,  there  ne^^er  will  be. 
We  draw  oui'  graphics  from  tlie  limit- 
less imageO'  of  youi*  imagination— a 
technology  so  poweiful,  it  makes 
any  picture  that's  ever  come 
out  of  a  screen  look  like 
graffiti  by  compaiison. 
And  nobody  knows  how 
to  unleash  your  imag- 
ination like  Infocom. 
Through  oui'  prose, 
your  imagination 
^     makes  you  part  of 
i      our  stories,  in  con- 
^      trolofwhatyoudo 
and  where  you  go- 
yet  unable  to  pre- 
dict or  control  the 
course  of  events. 
You're  confi'onted 
with  situations  and 
logical  puzzles  the  like 
of  which  you  won't  find 
elsewhere.  And  youre  im- 
mersed in  rich  environments  alive 
with  personalities  as  real  as  any 
you'll  meet  in  the  flesh— yet  all  the 
more  \d\ad  because  they're  perceived 
directly  by  your  mind's  eye,  not 
through  your  external  senses.  The 
metliod  to  this  magic?  We've  found 
the  way  to  plug  our  prose  right  into 
your  psyche,  and  catapult  you  into  a 
whole  new  dimension. 

Take  some  tough  critics'  words 
about  our  words.  SOFTALK,  for 
example,  called  ZORK®  Ill's  prose 


"far  more  graphic  than  any  depiction 
yet  achieved  by  an  adventui'e  with 
gi^phicsr  And  the  NEW  YORK 
TIMES  saw  fit  to  print  that  our 
DEADLINE'^'  is  "an  amazing 
feat  of  programming."  Even  a 
journal  as  video-oriented  as  ELEC- 
TRONIC GAiMES  found  Infocom 
prose  to  be  such  an  eye-opener  they 
named  one  of  oui'  games  their  Best 
Adventure  of  1983. 

Better  still,  bring  an  Infocom  game 
home  with  you.  Discover  firsdiand 
w^hy  thousands  upon  thousands  of 
discriminating  game  players  keep 
turning  everything  we  wTite  into 
instantaneous  bestsellers. 

Step  up  to  Infocom.  All  words.  No 
graffiti.  The  secret  reaches  of  youi' 
mind  are  beckoning.  A  whole  new 
dimension  is  in  there  waiting  for  you. 

ALOCKHDDOGftA  DEAD  MAN 


inFocom 

The  next  dimension. 


Infocom,  Inc..  55  Wheeler  St.,  Cambridge,  MA  02138 

Fur  vour;  Apple  ][,  Atari,  Commodore  t>),  C?A\t  8.' DEC  Kainbow, 
DEC  RT'll.  IBM  NEC  APC,  NEC  PC-8000,  Oaborm- 1.  Tl  Professional, 
TRS-80  Model  I.  TRS-80  Model  III. 


BEGINNING  PROGRAMMERS 
If  you're  new  to  computing,  please  read  "How 
To  Type  COMPUTE !'s  Programs"  and  "A 
Beginner's  Guide  To  Typing  In  Programs/' 


Program  1:  GobUn  -  vie  version 

100  PRINT" [CLRl": POKE  52, 28: POKE  56,28:C 
LR:POKE  36869 , 255 : POKE  36879,26 

ll0  IFS>HSTHENHS=S 

115  RESTORE  :B=230:Z=81 52  :Z  1  =  2+30720  :W==0: 
S=J:G=0 

120  FOR  X=1T03  2:READ  A: POKEX+7167 , A: NEXT 
: F0RX=1T08 : READA : POKEX+742  3 , A : NEXT 

130  print"Iclr){rvs11grn}{5  rightIg  0  B 

L  I  N" 
140  PRINT" {home] I  red} {2  DOWN} "SPC ( 12 ) " 

IrVS)HS="HS:PRINT"{HOME} [RVSl {BLK} 

{20  D0WN}0=LEFTl9  RIGHT} P=RIGHT" 
150  FOR  1=1  TO  65 
160  X=INT{RND(l)*330)+7746 
170  IFPEEK(X)=BTHEN  160 
180  POKEX,B:POKEX+30720,0:NEXTI 
190  FORI=1TO20 
200  X=INT(RND(l)*330)+7746 
210  IF  PEEK(X)=B0RPEEK(X)=10RPEEK{X)=3TH 

EN  200 
220  IFPEEK(X+21)=BANDPEEK{X+22)=BANDPEEK 

( X+23 ) =BTHENPOKEX , 3 : POKEX+30720 , 0 : G= 

G+1:GOTO240 
230  POKEX,l:POKEX+30720,0 
240  NEXT  I 
250  P0KEZ,32:Z^Z-22:Z1=Z1-22:IF  Z<7746  T 

HEN  z;=Z  +  374:Zl  =  ZH-374 
260  GET  A? JIFA$="0"THENZ=Z-1:Z1=Z1-1 
270  IFA$="P"THENZ=Z'M:Z1  =  Z1  +  1 
280  IFPEEK(Z)=B  THEN  410 
290  IFPEEK(Z)=1  THEN  GOSUB  330 
300  POKEZ , 0 : POKEZl , 0 : F0RT=1T02 20 : NEXT 
310  IFW=20-G  THEN  J=S : GOSUB350 ; GOTO110 
320  GOTO  250 
3  30  W=W+l:S=S+25: PRINT" {HOME} I BLU } 

{2  DOWNllRVS)"S:POKE36878,15 
340  F0RT=2 35TO250 : POKE36876 , T :NEXT : P0KE3 

687 6,0: RETURN 
350  PRINT"{H0ME} {RED} {16  DOWN] { RVS ) ***** 

*ALL  RIGHTi******" 
355  FORI=1TO10:GETA$:NEXTI:REM  COLLECT  G 

ARBAGE 
360  F0RI=1T025 
370  X=INT(RND(l)*15)-!-233 
380  POKE36878, 15:P0KE36875,X 
390  FORT=1TO30:NEXTT:NEXTI 
400  POKE36878 , 0 : POKE36875 , 0 : RETURN 
410  POKE36B77 , 200 : FORV=15TO0STEP-1 : P0KE3 

6878 , V : NEXT : P0KE3687  7 , 0 : POKEZ , 2 
420  FORX=7746TO8075:IF  PEEK(X) olTHEN  NE 

XTX 
430  IFPEEK(X)=:1THEN  POKEX,  3  :  NEXTX 
440  J=0 

445  FORI=1TO10:GET  C$:NEXTI 
450  PRINT" {HOME} I BLU } {18  DOWN) {RIGHT) 

iRVSjpLAY  AGAIN?  (Y/N)" 
465  GET  C$:IF  C$=""  THEN  465 
470  IFC$,=  "Y"THEN  110 
490  POKE  36869,240:POKE36879,27:POKE52,3 

0 : POKE56 , 30 : PRINT " { CLR) SEE  YA I " 
500  DATA126, 219,219, 255, 165,90, 90, 16  5,60 

,66,165,129,153,165,66,60 

68    COMPUnS    July  1983 


510  DATA  170,85,170,85,126,219,255,189,6 
0,66, 165,129,165,153,66,60 

520  DATA  0,0,0,0,0,0,0,0 

Program  2:  Gobtin  -  64  version 

80  POKE  53280, 2 -POKE  53281,1 

90  PRINT"{CLRJ [7  down) {4  RIGHT) PLEASE  WA 

IT. . .DEFINING  CHARACTERS"; 
100  POKE  52, 48: POKE  56 , 48 : CLR: POKE56334 , 

PEEK(56334)AND254 
105  P0KE1,PEEK( 1)AND251 

108  FORN=0TO2047:POKEN+122Ba,PEEK(N+5324 
8) :NEXTN 

109  FOR  N=0  TO  7 : POKEN+12320 , PEEK (N+5406 
4) :NEXT  N 

110  IFS>HSTHENHS=S 

112  RESTORE :B=4:Z^1964:Zl=Z+542 72 :W=0:S= 

J:G=0 
115  VS=54296:AD=54277:SR=54278:WF=54276r 

LB-54272;HB=54273 
120  FOR  X=0TO31:READ  A: POKEX+1 2288 , A: NEX 

T 
123  POKE  l,PEEK{i)OR4:POKE56334,PEEK(563 

34)0R1 
125  POKE  53272,  (PEEK(53272)AND240)-M2 
130  PRINT" {CLR) {GRN} {14  RIGHT) [RVSJG  0  B 

L  I  N" 
140  PRINT" {home) {RED} {2  DOWN} { RVS} "SPC ( 1 

7)"HS="HS 
145  PRINT" {home) {BLK} {22  DOWN) { RVS }0=LEF 

T " ; SPC ( 2  7 ) r "P=RIGHT " 
150  FOR  1=1  TO  118 
160  X=INT(RND(1)*680)+1144 
170  IFPEEK(X)=BTHEN  160 
180  POKEX, B:POKEX+54272,0:NEXTI 
190  F0RI=1T036 
195  G1=0 

200  X=INT(RND(1)*680)+1144 
210  IF  PEEK(X)=B0RPEEK(X)=10RPEEK(X)=3TH 

EN  200 
220  IFPEEK{X+39)^BANDPEEK(X+40)^BANDPEEK 

(X+41)=BTHENPOKEX,3:POKEX+542  7  2,0:G1 

=  1 
225  IF  Gl  =  l  THEN  G=G-M : GOTO  240 
230  POKEX, l:POKEX+5427 2,0 
240  NEXT  I 
250  POKEZ, 32:Z=Z-40:Z1=Z1-40:IF  Z<1144  T 

HEN  Z=Z+760:Zl=Zl+760 
260  GET  A$:IFA$="0"THENZ=Z-1:Z1=Z1-1 
270  IFA?="P"THENZ=Z+1:Z1=Z1+1 
280  IFPEEK(Z)=B  THEN  410 
290  IFPEEK(Z)=1  THEN  GOSUB  330 
300  POKEZ , 0 : POKEZ 1,0: FORT=1TO220 : NEXT 
310  IFW=36-G  THEN  J=S :GOSUB3  50 : GOTO110 
320  GOTO  250 
330  W=W+l:S=S+2 5: PRINT "{home) t BLU } 

{2  down) "S: POKE  VS, 15: POKE  AD,30:POK 

E  SR,200:POKE  WF,17 
340  POKEHB ,71: POKELB , 1 2 : FORT= 1TO90 : NEXTT 

: POKEVS , 0 : POKEHB , 0 : POKELB , 0 : RETURN 
3  50  PRINT" {home} {RED} [18  DOWN) {8  RIGHT) 

{RVS}******ALL  RIGHTI******" 
355  FORI=1TO10:GETC$: NEXT!: REM  COLLECT  G 

ARBAGE 
360  POKE  VS, 15: POKE  AD, 30: POKE  SR,200:PO 

KE  WF,i7:F0R  1=1  TO  17 
370  H=INT(RND(0)*10)+21:L=INT(RND(0)*45) 

+210: POKE  HB,H:POKE  LB,L 
380  FOR  T=l  TO  B0:NEXT  T:NEXTI:POKE  VS , 0 

:POKE  HB,0:POKE  LB,0 


The  Home  Accountant: 
The  *1  best-seller. 


^% 


/  ^^i^        -^^'^^-^ 


Any  home  finance  packase  will  balance  your 
checkbook.  But  to  become  the  #1  best-selfer 
you've  sot  to  be  something  special. 

The  Home  Accountant"*  is. 

It's  the  only  one  that  prints  a  net  worth 
statement  and  a  personal  finance  statement. 
So  you  know  exactly  where  you  stand 
financially  every  day  of  the  year.  It  will  even 
print  your  checks,  automatically. 

Not  only  that  Jhe  Home  Accountant""  lets  you 
label  every  transaction.  Just  imagine  sitting 
down  to  do  your  taxes  and  having  every 
penny  you've  spent  and  earned  neatly  listed 
by  category —and  available  at  the  touch  of  a 
button.  It's  an  incredible  time-saver. 

You  can  also  create  bar,  line  and  trend 
analysis  graphs  for  every  category— In  color. 
It's  great  for  realistic  budgeting. 

Sound  amazing?  Wait,  there's  more. 

Let's  say  you  write  a  check  to  pay  your 
Visa. The  Home  Accountant™  automatically 
debits  your  checking  account  and  credits 
your  Visa  account. 

And  it  does  this  with  every  one  of  the  two 
hundred*  budget  categories:  credit  cards, 
checking  accounts,  money  markets,  cash,  rent 
checks,  insurance  payments— you  customize 
your  own  financial  package. 

Check  out  The  Home  Accountant™  soon. 
You'll  find  it  does  a  lot  more  than  simply 
manage  your  money. 

It  manages  your  money  simply. 

*The  Home  Accountant"  is  available  for  the 
Apple  li/lBM  Personal  Computer/Atari  400/ 
800  Computers/Osborne/TRS  80 Mode!  Ill/ 
Commodore  64/Texas  Instruments  Profes- 
sional/Zenith Z-100/110.The  actual  budget 
capacities  will  vary  with  each  computer. 

Continental 

Software 

A  Diviston  of  Arrays,  inc. 


Wil^ 


;>Ar-^ 


1    ^   *!    '^    %    %    ^ 
^    «i    j^    ^    ^    ^    ^ 


rrtf^fi  at  Wmntt  Cat  munt.tttmi,'^  Ot^nnc m  ■  < tjrtlf ' (  J  if  Klcmvl  o'CH&atfit 

VftfUHttar    '  -■  -    


It  sells  the  most, 
because  it  does  the  most! 


Continental  Software  Co.,11223  South  Hindry  Avenue,  Los  Angeles,  California  90045  Telephone  (21  J)  417-3003  *  (213)  417-8031 


"400  RETURN 

410  POKEZ , 2 : POKEVS ,15: POKEAD , 30 : POKESR, 2 

00:POKEWF, 129:POKE  HB,2:P0KE  LB, 125 
415  FOR  1=1  TO  400: NEXT  I : POKE  VS,15:P0K 

E  HB,0:POKE  LB,0 
420  FORX=1144T01823:IF  PEEK (X) <> ITHEN  NE 

XTX 
430  IFPEEK(X)=1THEN  POKEX, 3 : NEXTX 
440  J=0 

445  FDRI^1TO10:GET  C$:NEXTI 
450  PRINT"  { HOME  HbLU]  {20  DOWN )  I RVS  }  PLAY 

AGAIN?  (Y/N)":POKE  646,14 
465  GET  C$:IF  C$=""  THEN  465 
470  IFC$="Y"THEN  110 
490  POKE53272,21 :POKE53280,14:POKE53281, 

6 : POKE  52 , 50: POKE56 , 50 : PRINT" {CLR}SE 

E  YAl" 
500  DATA126, 219, 219, 255, 165, 90, 90, 165,60 

,66,165,129,153,165,66,60 
510  DATA  170,85,170,85,126,219,255,189,6 

0,66,16  5,129,165,15  3,66,60 
520  DATA  0,0,0,0,0,0,0,0 


Program  3:  Goblm  -  Atari  Version 

90  SCREEN  =  PEEK (88) +256* PEEK  (09)  : DIM 

A*<3):0PEN  # 1 , 4 , 0 , " K : " 
100  GRAPHICS  1+16: POSITION  1,10:?  #6 

;  "-  -  -  PLEASE  WAIT-  .  .  " 
105  60SUB  2000 

107  IF  S>HS  THEN  HS=S 

108  S=Jl=W=0:2=SCREEN+900: G=0 

110  GRAPHICS  0:POKE  752 , 1 : SETCOLOR  4 

,6, 6:SETC0LOR  2 ,  1 0 ,  1 : POS I T I  ON  13 

,0:  PRINT  ■'[?  E  E  [1  £>  C" 
115  POKE  756, CHSET/256 
120  POSITION  16,2:?  *' CS  :"iHS:POSITI 

ON  1,22:?  "fMMaj=+  KEY"  :  POSITION 

28,22:?  "l:><e1Elf=t  KEY"; 
150  FOR  1=1  TO  120 
160  X  =  SCREEN+INT (RND  (0)  *640>  +160 


170 
180 
190 
200 
210 

220 


230 
2  40 
245 


250 

260 

270 
280 
290 
300 
310 

320 
330 
340 


IF  PEE 
POKE  X 
FOR  1  = 
X=SCRE 
IF  PEE 
K (X>=3 
IF  PEE 
AND  P 
G  =  G+1  : 
POKE  X 
NEXT  I 
SOUND 
EXT  I  : 
00: NEX 
POKE  Z 
THEN  2 
A=PEEK 
THEN  Z 
IF  A  =  6 
IF  PEE 
IF  PEE 
POKE  Z 
IF  W  =  3 
TO  1.07 
GOTO  2 
W  =  W+1  : 
SOUND 
OUND  2 


K(X)=7  THEN  160 
,7:NEXT  I 

1  TO  36 

EN+INT (RND(0) * 640) +160 
K(X>=7  OR  PEEK(X)=1  OR  PEE 

2  THEN  200 

K(X+39)=7  AND  PEEK(X+40>=7 
EEK(X+41>=7  THEN  POKE  X,i: 
GOTO  240 
,  32 


1 , 50, 10, 12:F0R  1=1  TO  50:N 

SOUND  1,0,0,0:FOR  1=1  TO  2 

T  I 

,0: Z=2-40: IF  Z<SCREEN+120 

=Z+760 

(764):P0KE  764, 255: IF  A=7 

=  Z+1 

THEN  Z=Z~1 
K(Z)^7  THEN  410 
K(Z)=32  THEN  GOSUB  3 
,5:F0R  T=l  TO  100:NE 
6-G  THEN  J1=S:G0SUB 

50 

S  =  S  +  25=  POSITION  3,2: 

2, 20, 14, t2:F0R  1=1  T 

,0,0,0 


30 

XT  T 

350:GO 


?  S 

O  20:S 


345  RETURN 

350  FOR  I=SCREEN+360  TO  SCREEN+480:P 

OKE  I,0:NEXT  I:P0SITION  10,10:? 

"»»»$  ALL  RIGHT  ***" 
355  J1=S 
360  FOR  X=l  TO  20:SOUND  1,30-X,10,i2 

: FOR  1=1  TO  40:NEXT  I : NEXT  X : SOU 

ND  1,0,0,0 
400  RETURN 
410  POKE  Z,6 
415  FDR  V=12  TO  0  STEP  -1:S0UND  1,40 

,2,V:S0UND  2 , 70 , 1 2 , V : SETCOLOR  4, 

V,6:F0R  1=1  TO  40:NEXT  I:NEXT  V 
418  SETCOLOR  4,6,6:SOUND  1,0,0, 0:SOU 

ND  2,0, 0,0 
420  FOR  X=SCREEN+160  TO  SCREEN+800:I 

F  PEEK(X><>32  THEN  NEXT  X 
430  IF  PEEK(X)=32  THEN  POKE  X,1:NEXT 

X 
440  J1=0 
450  POKE  764, 255: POSITION  10,21:?  "P 

lay  Again  <  Kj/ [I)  ?  "  ;  :  GET  #1,A 
460  IF  A=ASC("Y">   THEN  107 
470  GRAPHICS  1  +  1 6 : POS I T I  ON  3,10 

;  "  ,  .  .  £f^^  or.  .  -  "  :  FOR  1  =  1  TO 

EXT  I:END 

2000  CHSET= (PEEK ( 106) -8) *256:F0 

TO  1023:POKE  CHSET+I,PEEK 
4+I):NEXT  I 

2001  RESTORE  2005 

2002  READ  A: IF  A=-l  THEN  RETURN 

2003  FOR  J=0     TO  7: READ  B:POKE  CHSET+ 
A*8+J,B:NEXT  J 

2004  GOTO  2002 

2005  DATA  1,60, 126, 219,255, 18  9, 195, 1 
26,60 

2006  DATA  5,60,126,219,255,195,153,2 
55, 255 

2007  DATA  6,204,204,51,51,204,126,21 
9,255 

2008  DATA  7, 204, 204, 51, 51, 204, 204, 51 
,51 

2009  DATA  3 2, 60, 126, 21 9, 255, 231, 2 19, 
126,0 

2010  DATA  -1 


:  ?     #6 

800:  N 

R     1=0 

(5734 

Atari  version  of  Goblin, 


70    COMPUTE!    July  1983 


'?MU,  Ti/ekt, 


We  are  publishers  of  the  top-selling 
Scott  Adams  Adventure  Series  and 
other  fine  Entertainment  and 
Applications  Programs. 


And  we're  publishers  of  some  of 
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If  you  can  write  a  top-quality 
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We  have  the  advertising, 
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charts. 

If  your  program  is  top  quality  — 
give  us  a  call,  or  write  for  our 
Adventure  International  Author 
information  Kit. 

Copyright  ©  1983 

dventut6 

INTERNATIONAL 

Box  3435 

Longwood,  Florida  32750 
Telephone:  (305)  862-6917 
Ask  for  Author  Assistance 


Program  4:  Goblm  -TI-99/4A  version 


100 
1  10 
120 
130 
140 
150 
160 
170 
180 
190 
200 
210 
220 
230 
240 
250 
260 
270 
2G0 
290 
300 
310 
320 
330 
340 
350 
360 
370 
380 

390 
400 
410 
420 
430 
440 
450 
460 
470 
480 
490 
500 
510 
520 
530 
540 
550 

560 
570 
580 
590 
600 
6  1.0 
620 
630 
640 
650 
660 
670 
680 
690 
700 
710 
720 
730 
740 
750 
760 
770 


RANDQHIZE 

GOTO  170 

FOR  1=1  TO  LEN(H*> 

R  =  ASC<SEG*  (H*,  I  ,  1  >  > 

CALL  HCHAR (ROW, XCOL+I , R) 

NEXT  I 

RETURN 

A  =  96 

B  =  97 

C=104 

D=105 

Z  =  24 

C0L=16 

W  =  0 

G  =  0 

S  =  J 

CALL  CLEAR 

IF  S>HS  THEN  290 

GOTO  300 

HS  =  S 

GOSUB  1270 

CALL  SCREEN(16> 

PRINT  "C8  SPACES>G  O  B  L  I  N " 

PRINT 

PRINT  "C10  SPACES>HS  :   '* 

FOR  1=1  TO  19 

PRINT 

NEXT  I 

PRINT  "Q=LEFTC14  SPACES > P=R I GHT ' 

R0W  =  4 

XC0L=17 

H*=STR* (HS) 

GOSUB  120 

FOR  1=1  TO  80 

X=INT (RNDt30) +2 

Y  =  INT (RND*16>  +6 

CALL  GCHAR(Y,X,L) 

IF  L=B  THEN  440 

CALL  HCHARCY, X,B) 

NEXT  I 

FOR  1^1  TO  27 

X=INT(RND«30) +2 

Y=INT (RND*16) +6 

CALL  GCHAR (Y, X, L) 

IF  (L=B) + (L=C) + <L=D) THEN  510 

CALL  QCHAR<Y+1 , X-1 ,L) 


CALL 
CALL 
IF  C 
CALL 
G  =  6  + 
GOTO 
CALL 
NEXT 
CALL 
CALL 
IF  L 
CALL 
Z  =  Z" 
IF  Z 
Z  =  23 
CALL 
IF  ( 
IF  L 
COL  = 
GOTO 
COL  = 
CALL 


GCHAR(Y+1 , X,M) 

GCHAR (Y+1 , X+1 , N) 
L<>B>+(M<>B)+(N<>B>THEN     620 

HCHAR(Y, X,D> 
1 

630 

HCHAR (Y, X , C) 

I 

SOUNDC 100,500,6) 

HCHAR(Z,C0L,32) 
<  >C  THEN  680 

SOUNDS  10,880,4) 
1 
>4  THEN  710 


KEY  (0,L,ST) 
L<  >79)  «  (L<  >80>  THEN 
<>79  THEN  760 
C0L-SGN<C0L-2) 

770 
COL+SGN (30-COL) 

GCHAR(Z,COL,L> 


tt«t  ' 


CRASHED. 


3C42A5aiA599423 


770 


780  IF  L=B  THEN  1060 

790  IF  L=C  THEN  850 

800  CALL  HCHAR (Z, COL, A) 

810  FOR  1=1  TO  25 

820  NEXT  I 

830  IF  W=27-G  THEN  920 

840  GOTO  650 

850  W=W+1 

860  S=S+25 

870  Ht=STR*(S) 

880  R0W=4 

890  XC0L=3 

900  GOSUB  120 

910  GOTO  800 

920  J=S 

930  CALL  HCHAR( 10, 1 , 32, 31 ) 

940  GOSUB  120 

950  H*=»'**«*  ALL  RIGHTf 

960  XC0L=6 

970  ROW=10 

980  GOSUB  120 

990  FOR  1=1  TO  15 

1000  X=INT<RND«100>+300 

1010  CALL  SOUND (75, X, 8) 

1020  NEXT  I 

1030  FOR  1=1  TO  100 

1040  NEXT  I 

1050  GOTO  2  10 

1060  REM  WHOOPS!   ...YOU 

1070  CALL  HCHAR ( Z, COL, 98) 

10S0  FOR  1=3  TO  30  STEP  3 

1090  CALL  SOUND (50,  -7,  I  ) 

1100  NEXT  I 

1110  CALL  CHAR (104, 

C"  ) 
1120  J=0 
1130  HS=S 
1140  H*=''PLAY 
1150  RDW=22 
1160  XC0L=2 
1170  GOSUB  120 
1180  CALL  KEY(0,L,ST) 
1190  IF  ST=0  THEN  1180 
1200  H*=CHR$(L) 
1210  IF  H*="Y*'  THEN 
1220  CALL  CLEAR 
1230  PRINT  "SEE  YA !  ' 
1240  END 
1250  CALL  CHAR(104,' 

C"  ) 
1260  GOTO  210 

1270  REM  DEFINE  CUSTOM  CHARS 
1280  REM  CHAR  96  -  GOBLIN 
1290  CALL  CHAR(96, "7EDBDBFFA55A5AA5 

"  ) 
1300  REM  CHAR  97  -  BARRIER 
1310  CALL  CHAR(97, "CCCC3333CCCC3333 

"  > 
1320  REM  CHAR  98  -  CRUNCHED  GOBLIN 
1330  CALL  CHAR(98, "CCCC33337EDBFFBD 

") 
1340  REM  CHAR  -  104  -  FROWN 
1350  CALL  CHAR(104,  •'3C3CA58199A5423 

C") 
1360  REM  CHAR  -  105  -  SMILE 
1370  CALL  CHAR ( 105, "3C42A5B1A599423 

C"  ) 
1380  CALL  COLOR ( 10,7, 1 ) 
1390  FOR  1=5  TO  8 
1400  CALL  COLOR( I, 16, 14) 
1410  NEXT  I 
1420  RETURN 


AGAIN  (Y  /  N> 


1250 


'3C3CA58199A54  23 


72    COMPUTE!    July  1983 


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Goblin,  r  1-9914 A  version. 


The  Apple  versiivi  ofGobliiL 


Program  5:  Goblin  -Apple  version 


200 
240 
250 


10 


(1);' 


CHR* 


REM  *THIS  PROGRAM  REQUIRES  A  DISK  D 

RIVE 
20   REM   AND  THE  APPLE  'DOS  TOOL  KIT  PR 

OBRAMMING 
30   REM   UTILITIES  DISK'  TO  RUN. 
40   REM  « PLACE  THE  ABOVE  UTILITY  DISK  I 

N  YOUR 
50   REM   DRIVE  BEFORE  RUNNING  THIS  PROG 

RAM. 
55   GOSUB  1000 
60   DIM  XLr-(23)s  FOR  I  =  0  TO  7:XL7.(I)  = 

1024  +  128  t    IsXLXCI  +  8)  ==  1064  + 

128  «  IrXLXd  +  16>  =  1104  +  128  t 

Is  NEXT  I 
85   HOME  :  HGR  :  POKE   -  16302,0:  IF  S  > 

HS  THEN  HS  =  S 
90  ZROW  =  23:ZC0L  =  19: W  =  Os S  =  J1:G  = 

O 
100   VTAB  1:  HTAB  17:  PRINT   CHR* 

0";  CHR*  (9); "G  0  B  L  I  N"; 
110   VTAB  2:  HTAB  19:  PRINT  "HS'*J 

(14);":  ";HSs  VTAB  23:  PRINT  "LEFT 

«"j  CHR*  <9> ; "LEFT  ARROW";  CHR«  (1 

4); 
120   HTAB  24:  PRINT  "RIGHT=";  CHR*  (9> ; 

"RIGHT  ARROW";  CHR*  <14); 
125   PRINT   CHR*  <1);"1"; 
130   FOR  I  =  1  TO  120 
135  ROW  =   INT  (  RND  CI)  «  15)  +  5: COL  = 

INT  (  RND  (1)  >  38>  +  2 
140  X  ==  XLr.(ROW)  +  COL:  IF   PEEK  (X)  = 

164  THEN  135 
145   VTAB  ROWS  HTAB  COL:  PRINT   CHR*  (1 

64);:  NEXT  I 
150   FOR  I  =  1  TO  36 

160  ROW  =   INT  i    RND  (1)  *  15)  +  5: COL  = 
INT  <  RND  <1)  »  38)  +  2sX  =  XLXtR 

OW  -  1)  +  COL  -  1 
170   IF   PEEK  CX)  =  164  OR   PEEK  (X)  ^ 

161  OR   PEEK  (X)  =  163  THEN  160 
ISO   IF   PEEK  CXL%(ROW)  +  COL  -  2)  =  16 

4  AND   PEEK  (XLXCROW)  +  COL  -  1)  = 

164  AND   PEEK  (XL"/- (ROW)  +  COL)  =  1 
64  THEN   HTAB  COL:  VTAB  ROW J  PRINT 
CHR*  (161) ;:G  =  S  +  Is  GOTO  200 
190   HTAB  COL:  VTAB  ROW:  PRINT   CHR*  (163); 


260 

270 

280 

290 

300 

310 

320 
330 

340 

345 
350 


360 
370 


380 
385 
390 
400 
410 

415 

420 

430 
440 


NEXT  I 

POKE  768,5s  POKE  769,180:  CALL  770 
Z  =  XL7.(ZR0W)  +  ZCOLs  HTAB  ZCOL:  VTAB 

ZROW:  PRINT   CHR*  (167);: ZROW  "  ZR 

OW  -  is  IF  ZROW  <  3  THEN  ZROW  =  21 
A  = 

,0 

1: 

IF 

ZCOL 


PEEK  (  -  16384) t    POKE   -  16368 
IF  A  =  136  THEN  ZCOL  =^  ZCOL  - 
IF  ZCOL  <  1  THEN  ZCOL  =  39 
A  =  149  THEN  ZCOL  =  ZCOL  +1:  IF 
39  THEN  ZCOL  =  2 


+  ZCOL  -  1 


+  ZCOL  -  1 


IF   PEEK  (XL%(ZROW  -  1) 
)  =  164  THEN  410 
IF   PEEK  (XLXCZROW  -  1) 
)  =  163  THEN   GOSUB  330 
HTAB  ZCOL:  VTAB  ZROW:  PRINT   CHR* 
(165);:  FOR  T  =  1  TO  100:  NEXT  T 
IF  W  =  36  -  G  THEN  J  =  Ss  GOSUB  35 
Os  GOTO  85 
GOTO  250 
W=W+1:S=S+  25s  VTAB  2s  HTAB 
3:  PRINT   CHR*  (1);"0";S;  CHR*  (14 
) .  CHR*  C 1 ) " "  1 "  ' 
POKE  768,2: 'poke  769,230s  CALL  770 

RETURN 

FOR  J  =  10  TO  12:  VTAB  Js  FOR  I  = 

O  TO  39:  HTAB  I:  PRINT   CHR*  (167) 

;s  NEXT  Is  NEXT  Js  VTAB  17s  HTAB  1 

O:  PRINT   CHR*  (1 ) | "0" ; "«»»**»  ALL 
RIGHT!  *»»»*»";  CHR*  Cl);"l"; 

FOR  I  =  1  TO  10 

POKE  768,  INT  (  RND  (1)  ♦  3)  + 

769,  INT  (  RND  (1)  *  15)  +  130 

770 

NEXT  I 
Jl  =  S 

FOR  J  =  1  TO  500s  NEXT  3 

RETURN 

HTAB  ZCOLs  VTAB  ZROW:  PRINT   CHR* 
(166>;sC  =  0 
X  =   PEEK  (  -  16336) :C  =  C  +  1:  IF 

C  <  15  THEN  415 

FOR  ROW  =  O  TO  23s  FOR  COL  =  1  TO 

38: X  =  XLX(ROW)  +  COLs  IF   PEEK  (X 
)  <   >  163  THEN   NEXT  COL:  NEXT  ROW 
IF   PEEK  (X)  =  163  THEN   VTAB  ROW  + 
1:  HTAB  COL  +  Is  PRINT   CHR*  (161) 
$3  NEXT  COLs  NEXT  ROW 
Jl  =  0:  VTAB  21:  HTAB  13:  PRINT   CHR* 
(1>;"0";"PLAY  AGAIN  (";  CHR*  (9);" 


1:    POKE 
CALL 


74    COMPUTE!     July  1983 


450 

460 


1000 
1020 
1030 
1040 
1050 
1051 
1060 
1061 
1062 
1070 
1080 
1090 

1100 
1110 
1150 
1160 

1170 
1500 
1510 
1520 
1530 
1540 
1545 
1550 
1560 


Y";  CHR*  (14>  ;•'/";  CHR*  (9>;"N"|  CHR*  | 

(14);">  ?";  I 

POKE   -  16368,03  BET  C*s  IF  C*  =  " 

Y"  THEN  85 

TEXT  :  HOME  :  VTAB  4s  HTAB  2:  PRINT 

"SEE  YAi-.-HIT  RESET...";  FOR  I  «= 

1  TO  1000:  NEXT  1:  END 

REM   I NIT  SUBROUTINE 
ADRS  =  0 

PRINT   CHR*  (4>;"BL0AD  RBOOT" 

CALL  520 
ADRS  =   USR  (0>,"HRCG» 

IF  ADRS  <  0  THEN  ADRS  =  ADRS  +  65536 
CS  =  ADRS  -  768 
CH  =   INT  (CS  /  256>:CL  =  CS  -  CH  <256 

POKE  ADRS  +  7,CL:  POKE  ADRS  +  8,CH 

HIMEM:  CS 

READ  A:  IF  A  =   -  1  THEN  1100 

FOR  J  =  0  TO  7:  READ  B;  POKE  CS  + 
A  «  8  +  J,B:  NEXT  :  SOTO  lOBO 

CALL  ADRS  +  3 

PRINT   CHR$  (16) 

REM   SOUND  ROUTINE 

FOR  I  =  770  TO  795:  READ  M:  POKE 
I,M:  NEXT 

RETURN 

DATA   1,28,62, 127, 107,127,93,34,28 

DATA   3,28,62, 107,127,99,93,62,28 

DATA   4, 85, 42, 85, 42, 85, 42, 85, 42 

DATA   5,28,62,107, 127, 107,85,127,119 

DATA    6,85,42,85,42,85,62,107,127 

DATA   7,0,0,0,0,0,0^0,0 

DATA   -1 

DATA  172,1,3,174, 1,3,169,4,32, 16 
8,252,173,48,192,232,208,253,136,2 
08,239,206,0,3,208,231,96  © 


WICO 
COMMAND 
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JOYSTICK) 


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Totally  Accurate. Controller 

JOYSTiCK  CONTROLLER  FOR  ATARI 

GAME,   SEARS   TELEGAME,  ATAfll 

400/800,  COMMODORE  VIC* 

If  your  joysticks  are  like  most,  you 
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months  creating,  designing  and  refining 
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movements  on  your  game  screen.  Rock 
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Your  ships  will  fly  across  the  screen 
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Your  laser  rays  will  fire  exactly  when  you 
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appiG 


JOYSTICK  CONTROLLER  FOR 
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You  own  an  Apple  Computer  You  probably 
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We  think  that  you  deserve  a  controller  that  is 
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July  1983     COMPUTi!     75 


Speed  Ski 


Dub  Scroggin 


SpeedSki  takes  VIC  BASIC  to  its  limits.  Like  most  good 
action  games,  SpeedSki  is  easy  to  learn  and  hard  to 
master.  What's  equalh/  unpressive,  the  program  niiis 
extremehj  fast ,  and  creates  an  excelle}it,  realistic  physical 
challenge.  It  sounds  and  feels  like  skiing  -  complete 
with  jumps,  trees,  fences,  and  an  ever-changing 
pathway. 

Also,  if  you're  interested  in  progrannning  gaines 
in  VIC  BASIC,  the  author  provides  a  complete  explana- 
tion of  how  the  program  works.  He  discusses  the  tech- 
niques which  permit  such  amazing  execution  speed. 

With  five  skill  levels ,  for  one  to  four  players,  on 
any  unexpanded  VIC.  The  world's  champion  SpeedSkier 
(the  author  himself)  lias  managed  to  achieve  a  score  of 
168  during  a  five-run  series.  Do  better  than  that  and 
you'll  he  the  nezv  record  holder, 

"SpeedSki"  is  a  fast;  action  VIO20  game  that  fits 
in  standard  memory  and  makes  full  use  of  the 
VICs  color  and  sound  capabilities.  It  is  controlled 
from  the  keyboard  and  provides  up  to  five  rounds 
of  play  for  one  to  four  players,  allowing  each  to 
select  from  any  of  five  skill  levels. 

The  game  was  designed  around  one  central 
concept "  speed.  Every  effort,  short  of  machine 
language,  has  been  used  to  make  the  game  run  as 
fast  as  possible  without  sacrificing  too  much 
realism.  The  result  is  an  exciting  game  requiring 
concentration  and  practice.  It's  easy  to  learn  the 
basics  at  skill  level  one,  then  step  gradually  up  to 
level  five,  but  mastery  will  take  a  lot  of  practice. 

Avoid  The  Hazards 

The  object  is  to  steer  a  skier  through  10  gates, 
while  avoiding  the  hazards  posed  by  trees  and 
fences.  The  optional  jumps  will  improve  your 
time.  The  best  possible  hme,  about  29  seconds, 
can  be  achieved  at  skill  level  five  by  avoiding  every 
hazard,  hitting  every  gate,  and  taking  every  jump. 
But  getting  this  best  time  is  not  easy,  even  for  an 
expert.  I've  played  the  game  several  hundred 
times  and  have  made  a  perfect  score  only  a  handful 
of  times.  And  I'm  the  greatest  SpeedSki  player  in 
the  world.  The  fact  that  as  I  write  this  there  are 
only  three  players  in  the  world  could  have  some- 
thing to  do  with  this,  of  course.  The  other  two  are 
my  daughter;  who  is  second  best  in  the  world, 
and  a  friend's  son,  who  has  played  only  once. 
My  best  score  for  a  five-run  series  is  168.  Beat 
that  score  and  youTlbe  the  world's  champion 
SpeedSki  player. 

76    COMPUTE!    Jufy1983 


You  should  take  the  jumps  whenever  you 
can  -  they  not  only  move  you  ahead,  they  also 
take  you  over  trees  you  might  otherwise  hit,  and 
increase  your  speed.  Every  time  you  hit  a  tree, 
you  move  up  one  line  on  the  screen  (to  a  limit  of 
ten),  and  you  have  more  time  to  react  to  the  slope 
coming  up  from  the  bottom.  You  are  also  a  little 
farther  from  the  finish  line.  Whenever  you  hit  a 
jump,  you  move  down  a  line  (to  a  limit  of  three 
below  the  center),  so  you  are  closer  to  the  finish 
line,  but  you  must  also  react  faster. 

There  are  a  number  of  REMarks  in  the  pro- 
gram listing  as  an  aid  to  understanding,  but  I 
recommend  they  not  be  typed  in  because  of  the 
memory  they  consume. 

Defining  Characters 

Line  10  prints  the  title,  and  line  20  sets  the  memory 
limits  that  are  necessary  in  a  program  employing 
user-defined  characters.  Moving  the  end  of  mem- 
orv  indicators  hides  a  section  of  memorv  from 
BASIC,  so  this  section  can  be  used  for  storing  the 
user-defined  character  values. 

Try  this:  print  FRE(X)  and  hit  RETURN.  Then 
type  POKE  56,28:  POKE  55,250:  POKE  52,28: 
POKE  51,250  and  hit  RETURN.  Now  type  FRE(X) 
and  hit  RETURN,  again.  You'll  see  the  difference. 
BASIC  has  been  fooled  into  thinking  the  end  of 
its  memory  is  closer  than  it  really  is,  and  you  ap- 
pear to  have  lost  about  260  bytes  of  memory.  Line 
20  also  sets  the  screen  and  border  colors  to  white 
and  white,  like  snow. 

Line  30  reads  X,  a  memory  location  in  the 
protected  area  set  up  by  line  20.  If  X  is  0,  then  all 
data  has  been  read,  and  control  passes  to  the  in- 
structions starting  in  line  70.  Otherwise,  line  40 
reads  the  values  to  be  placed  in  X  and  the  seven 
following  bytes,  and  POKEs  these  values  in.  For 
instance,  line  30  reads  '7672",  Line  40  then  reads 
"16"  and  POKEs  7672  to  16.  Then  it  reads  "56" 
and  POKEs  7673  to  56,  then  7674  to  56,  and  so  on. 

Control  then  goes  back  to  line  30  where  the 
next  value  of  X  is  read  in  and  tested.  The  final 
data  step  contains  a  0  for  the  value  of  X  following 
the  eight  values  of  Y.  So  when  all  the  data  has 
been  read  in,  line  30  ends  this  part  of  the  program. 

Players  And  Skill  Levels 

Lines  70-90  print  the  directions.  Note  that  the 
symbol  "T''  in  line  70  means  to  press  the  Commo- 
dore flag  key,  and  then  hit  the  "T"  to  underline 
the  title  Line  100  is  used  for  inputting  the  number 


SOFTWARE 


F 


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of  players  and  also  for  rejecting  bad  input.  A  value 
outside  the  allowed  range  passes  control  back  to 
line  70;  the  screen  is  cleared,  the  instructions  are 
reprinted^  and  you  are  asked  for  the  number  of 
players  again.  Line  110  accepts  the  number  of 
rounds  desired  and  rejects  bad  input  in  the  same 
manner  as  line  100. 

Line  120  initializes  the  values  of  R  (the  number 
of  the  present  round)  and  P  (the  number  of  the 
present  player).  Lines  130-140  prompt  the  player 
skill  lev^els,  and  line  150  accepts  the  player  choice 
as  a  string  variable^  AS.  Lines  160-200  assign  values 
to  SS  based  on  the  skill  level  input,  and  line  210 
converts  AS  to  the  numeric  variable  SK.  It  then 
uses  SK  to  establish  a  value  for  RN,  which  will 
control  the  number  of  trees  printed. 

The  number  of  trees  is  tied  to  the  skill  lev^el, 
so  that  the  higher  the  skill  level,  the  more  trees 
there  will  be.  If  you'd  like  more  trees,  change  the 
"1"  to  a  larger  number,  but  no  more  than  5.  If  SK 
is  not  an  integer,  or  is  outside  the  range  of  1  to  5, 
line  210  rejects  it.  Moving  the  cursor  up  ten  spaces 
and  passing  control  back  to  line  130  makes  it  ap- 
pear that  the  program  does  nothing  but  sit  there 
until  a  correct  input  is  given. 

Speed  Versus  Obstacles 

Line  220  establishes  a  new  value  for  SK  to  control 
the  speed  of  the  program  -  faster  for  higher  skill 
levels.  Line  230  POKEs  36869  to  255  and  causes 
the  user-defined  character  set  to  be  used  instead 
of  the  normal  set.  This  may  cause  some  problems 
with  debugging. 

If  an  error  is  present  after  this  step,  the  pro- 
gram will  stop,  but  all  you'll  see  on  the  screen 
will  be  garbage  with  an  occasional  skier  or  tree 
thrown  in.  If  this  happens,  hit  the  CTRL  and  RVS 
keys,  then  type  POKE  36869,  240  and  RETURN. 
All  that  garbage  will  suddenly  make  sense.  Line 
230  also  clears  the  screen,  sets  the  volume,  and 
establishes  S  as  the  noise  generator. 

Line  240  prints  the  trees  on  the  screen  for  the 
initial  setup.  Each  time  through  this  loop,  a  ran- 
dom value  "L"  betw^een  1  and  19  is  calculated. 
Then  a  fence  section  is  printed  on  the  left,  a  tree 
is  printed  at  TAB  (L),  and  a  fence  section  is  printed 
on  the  right. 

The  initial  value  of  B  is  set  to  7910  in  line  250. 
This  is  the  location  of  the  skier  in  screen  memory. 
C  is  the  difference  between  the  screen  map  posi- 
tion and  the  color  code  map  position.  F  is  the 
POKE  value  for  the  skier  figure;  the  POKE  value 
will  be  55  when  he's  going  to  the  left  and  53  when 
he's  going  to  the  right.  The  last  three  statements 
of  line  250  insure  that  the  player  is  not  faced  with 
the  no-escape  situation  of  having  trees  directly  in 
front  of  him  at  the  start  of  a  run. 

Line  260  POKEs  the  flags  of  the  first  gate  onto 
the  screen,  and  line  270  prints  the  level  that  was 

78     COMPUTE!     July  1983 


determined  in  lines  160-200.  Line  280  puts  the 
line  between  the  flags  for  the  first  gate,  and  line 
290  sounds  the  warning  tones  to  let  you  know  it's 
time  to  start.  Just  after  the  last  tone,  line  300  sets 
the  timer.  Line  310  then  waits  for  you  to  press  a 
key.  If  you  don't  hit  a  key  for  a  while,  that's  okay, 
but  the  timer  is  running.  You  should  use  the  time 
that  the  warning  tones  give  you  to  plan  your 
course  through  the  first  gate  and  then  take  off  as 
soon  as  the  last  tone  sounds. 

Line  320  starts  the  main  program  k>op.  If  SK 
is  not  zero,  then  the  computer  counts  to  SK  before 
proceeding.  This  time  delay,  remember,  is  tied  to 
the  skill  level  to  start  wnth,  but  it  may  be  reduced 
by  hitting  the  jumps. 

Skier  Movement 

If  F  is  55  in  line  330,  the  skier  is  going  left,  and  a 
track  is  POKEd  in  behind  him  using  a  POKE  value 
of  58.  If  not,  he's  going  right  and  the  track's  POKE 
value  is  59.  The  track  is  handled  in  line  340. 

Lines  350  and  360  are  the  keyboard  control 
steps.  If  PEEK  (197)  -  which  is  the  memory  location 
that  contains  the  current  key  pressed  -  is  29,  then 
the  key  for  going  left  has  been  pressed.  D  will 
later  be  used  to  produce  movement  to  the  left;  F 
is  set  to  the  figure  for  going  left;  and  S,  which  is 
the  noise  generator,  is  set  to  245.  If  any  other  key 
is  pressed,  or  even  if  no  key  is  pressed,  then  the 
skier  will  be  going  to  the  right,  and  the  values 
needed  for  D,  F,  and  S  are  set  by  line  360.  You'll 
notice  this  slight  change  in  sound  when  you 
change  directions;  it  should  sound  like  wind. 

Gates  And  The  Finish  Line 

G  is  incremented  in  line  370.  If  it's  less  than  28, 
control  passes  to  line  410,  because  no  gate  or  finish 
line  is  required.  Otherwise,  G  is  reset  to  0  in 
line  380,  and  E,  which  counts  the  gates,  is  in- 
cremented. If  E  is  10,  a  finish  line  is  printed  and 
control  passes  to  460.  Line  390,  which  causes  the 
program  to  end,  is  executed  only  if  the  skier  is 
past  the  finish  line.  If  E  is  less  than  10,  then  a 
random  value  between  2  and  11,  inclusive,  is  cal- 
culated. A  gate  is  then  printed  starting  at  TAB(X), 
X  being  the  random  number  just  calculated.  Con- 
trol then  passes  to  line  460. 

If  no  gate  or  finish  line  needs  printing,  control 
passes  from  line  370  to  line  410,  skipping  all  the 
above  to  reduce  the  time  required  for  a  pass 
through  the  loop.  If  G  is  10,  then  line  410  prints  a 
jump  at  TAB(X),  X  now  being  a  random  number 
between  4  and  13,  inclusive.  Fence  sections  are 
also  printed  at  the  left  and  right  sides  of  the 
screen. 

Line  240  decides  whether  a  tree  will  be  printed 
using  the  value  of  RN  that  was  established  in  line 
210.  For  skill  level  five,  RN  will  have  a  value  of  .6; 
if  a  random  number  is  more  than  this,  no  tree  is 


^f^  m 


im 


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^«^^ 


,>"ke3^' 


O 


CO 


printed.  This  means  a  tree  will  be  printed  roughly 
60  percent  of  the  time.  For  the  lower  skill  levels, 
this  probability  is  reduced  so  that  the  lower  the 
skill  level,  the  fewer  trees  there  will  be.  If  no  tree 
is  to  be  printed,  line  440  prints  only  the  fence 
sections.  Otherwise,  line  430  prints  a  tree  at 
TAB(L),  L  being  a  random  value  between  1  and 
19,  inclusive. 

If  PEEK  (B)  in  line  450  is  not  32  (a  blank),  then 
the  skier  has  run  into  something  and  control 
passes  to  line  500  to  find  out  what  the  skier  has 
run  into  and  what  to  do  about  it. 

The  Illusion  Of  Motion 

Line  460  POKEs  the  skier's  location  blank,  then 
calculates  a  new  position  by  adding  the  value  of 
D  (determined  in  lines  350  and  360)  to  B,  the  skier's 
location.  It  then  POKEs  the  appropriate  figure 
into  that  location.  Essentially,  the  skier  is  placed 
on  a  horizontal  line  on  the  screen  and  is  allowed 
to  move  only  back  and  forth  on  that  line.  However, 
the  screen  is  scrolling  upward  beneath  him,  so 
the  illusion  of  forward  motion  is  created. 

The  movement  taken  care  of,  control  passes 
back  to  line  320  for  another  pass  through  the  main 
loop.  This  loop,  lines  320-470,  has  been  kept  as 
small  as  possible  in  order  to  minimize  the  time 
required  for  each  pass  through  it.  I  have  tried  to 
be  very  stingy  with  time  in  this  section,  figuring 
that  even  one  instruction  repeated  a  few  hundred 
times  adds  a  lot  of  potentially  unnecessary  time. 

Flags  And  Fences 

Line  500  is  reached  when  line  450  detects  that 
something  has  been  struck.  This  entire  section 
was  originally  a  part  of  the  main  loop,  but  re- 
moving it  from  the  loop  and  replacing  it  with  the 
single  statement  in  line  450  produced  a  significant 
increase  in  speed.  Line  500  checks  to  see  if  a  gate 
was  hit.  If  so,  it  sounds  a  high  tone  to  let  you  know 
you  got  credit  for  the  gate,  then  increments  H, 
the  number  of  gates  hit,  and  passes  control  back 
into  the  main  loop. 

Line  510  checks  to  see  if  a  finish  line  was 
struck.  If  so,  H  is  changed  to  the  number  of  gates 
missed,  the  elapsed  time  is  placed  in  TM,  and 
control  passes  to  line  640  to  end  the  run. 

If  a  flag  was  hit,  line  520  sounds  a  low  tone  to 
let  you  know  you  were  close  but  get  no  credit  for 
the  gate.  Control  then  passes  to  line  570. 

If  a  jump  wasn't  hit,  line  530  transfers  control 
to  570.  Lines  540-560  handle  the  jumps.  The  skier 
is  moved  two  spaces  horizontally  in  the  direction 
(D)  that  he  was  going,  the  value  of  G  is  stepped 
up  to  bring  the  next  gate  closer,  the  screen  is  skip- 
ped up  ten  spaces,  and  the  value  of  SK  is  reduced, 
which  results  in  a  slight  increase  in  speed.  The 
skier  is  moved  down  one  line  on  the  screen  unless 
he  is  already  three  lines  below  the  center.  Moving 

80     COMPUTl!    July  1983 


him  further  down  makes  seeing  what  is  coming 
very  difficult,  but  if  you'd  like  to  try  it,  one  way  is 
to  put  a  larger  negative  value  here  in  place  of  the 
-3,  If,  for  instance,  you  put  a  -10,  the  skier  will 
move  down  every  time  you  hit  a  jump.  Another 
way  would  be  to  start  the  skier  at  a  lower  position 
on  the  screen.  This  would  require  simply  changing 
the  initial  value  of  B  in  line  250. 

Line  570  checks  to  see  if  a  fence  section  was 
hit.  If  so,  it  changes  your  direction  and  passes 
control  to  610  for  the  sound  effect.  Getting  out  of 
the  fence  may  take  a  couple  of  tries.  If  a  tree  was 
struck,  then  line  580  changes  the  figure  to  a  cross 
and  passes  control  to  line  600.  Line  590  POKEs 
S-3  to  0  in  case  it  was  set  by  hitting  a  flag  in  line 
520,  then  passes  you  back  to  the  main  loop. 

Shaking  The  Screen 

Line  600  causes  the  screen  to  shake  a  bit  when 
you  hit  a  tree.  The  inner  loop  here  counts  from  3 
to  7,  then  from  4  to  6,  and  stops  at  5.  POKEing 
these  values  into  location  36864,  which  controls 
horizontal  centering,  shifts  the  screen  rapidly 
back  and  forth  around  the  normal  value  of  5.  Line 
610  increments  OS,  the  number  of  objects  that 
have  been  struck,  and  also  controls  both  the  sound 
effect  and  the  changes  in  color  of  the  cross  in  line 
580.  If  a  tree  was  struck,  line  620  moves  the  skier 
up  a  line,  adjusts  the  value  of  U,  and  checks  to 
see  if  U  has  reached  its  limit  of  10.  If  so,  the  run  is 
aborted  and  you  are  given  another  chance.  If  not, 
line  630  passes  control  back  to  the  main  loop. 

Line  640,  the  finish  line  sound  effect,  is 
reached  only  if  the  finish  line  was  detected  in  line 
510.  Lines  650-660  print  out  the  statistics  on  the 
run  just  completed  and  finish  off  the  sound  effect. 
Line  660  also  POKEs  36869  back  to  its  normal  state 
so  that  the  scores  can  be  printed. 

Line  670  computes  the  player's  cumulative 
score,  adding  the  score  for  the  run  just  completed 
to  his  total  from  previous  rounds,  and  also  prints 


DownJiiU  mcin^^  on  the  VIC-20  in  Speed  Ski. 


CREATIVE  SOFTWARE 

-  the  #  1  *  independent  VIC-20  f  ulhline  software 

publisher  in  the  U.S.  -  is  proud  to  announce 

4  new  Game  Cartridges  &  5  Home  Applications 

for  the  COMMODORE  64: 


pCfiEAJIVE 


A  GAME  ON  CARTRIDGE  FOR  THE  COMMODCM^  64~ 


^^Aa  ioyifick  confroller  requlrad. 


ICgEATIVE 
ISOFTWARE 


PRES0ITS= 


/ISTROBLITZ 


A  GAME  OK  CARTRIDGE  FOR  TflE  COMMODORE  64"* 


4 


Joystick  controller  r«quli«d. 


TiAil^MAIi 

A  GAME  OH  CARTRIDGE  FOR  THE  COMMODORE  64- 


Joyttidt  00€ttrol1«f  roquliwd. 


A  HOf/^  APPUCATON  Pf*OGfiAM 


f~ 

f  r^^ 

m] 

i'r 

frX^^ff^^ 

ys>    n 

f^  T^^ 

s. 

<3. 

\{Sptj_^B5 

^ 

\ 

U  1'^^  IVt^^^HUB /' 

' 

© 

r,.,-\iy.y-<;3[p»=^ 

Q>      \ 

I  -^l  mm 

■  :©; 

THIS  GAME  IS  ALSO  AVAILABLE  FOfi  THE  V1C'20.  THIS  GAME  IS  AL50  AVAILABLE  FOR  THE  VIO20. 


CREATIVE 
SOFTWARE 

A  Dtvision  of  ASCI.  Inc. 
230  East  Caribbean  Drive 
Sunnyvale,  CA  94086 


*Bas€d  on  survey  of  distributors  and  retaifers. 

Copyright  1983  by  Creative  Software.  All  rights  reserved. 

"VIC-SO,"   "COMMODORE"   and   "COMMODORE  64" 
are  trademarks  of  COMMODORE  ELEQRONICS,  LFD. 


These  Home  Appli- 
cation Prosrams 
are  also  available 
for  the  VIC-20. 


the  round  number.  Line  680  then  prints  the 
cumulative  scores  for  all  the  players,  and  line  690 
reinitializes  for  the  next  run. 

Line  700  increments  the  player  number;  if 
the  last  player  hasn't  gone  yet,  control  passes 
back  to  line  130  to  start  another  run.  If  the  last 
player  has  just  gone,  line  710  increments  the  round 
number  and  checks  to  see  if  the  game  is  over.  If 
not,  the  player  number  is  changed  to  1  and  a  nev^ 
round  is  begun.  Otherwise,  line  720  lets  you  know 
the  game  is  over.  It  then  turns  the  cursor  white. 

To  rerun  the  program,  hit  RETURN,  then 
type  RUN  and  hit  RETURN  again.  The  reason  for 
this  odd  procedure:  it  isn't  visible  because  it's 
white  on  a  white  background,  but  some  garbage 
has  been  picked  up  during  the  run  and  lies  on  the 
same  line  as  the  cursor.  During  the  program  this 
garbage  is  disposed  of  by  the  loop  that  rejects  bad 
input  for  the  skill  leveL  There  is  no  such  loop  at 
the  end  of  the  program,  though. 

Okay,  time  to  get  the  program  typed  in,  then 
hit  the  slopes.  There's  a  world  record  waiting  to 
be  broken.  Good  luck. 

Variable  Listing 

N  P  N  u  m  be  r  ti  f  p !  ay  e  rs 

NR  Numbertif  rounds 

R  Prese  n  t  rou  n  d  n  u  m  be  r 

F  Present  player  number 

S$  Slope  title 

SK  Time  delay  factor  in  main  loop 

RN  Con t rol s  p roba bi I i ty  o f  a  t ree  bei n g  printed 

S  Noise  generator  (36877) 

L  Random  variable  used  to  position  trees 

B  Skier's  location 

C  Difference  between  screen  map  and  color  code  map 

F  Skier  figure 

TI$  System  clock 

D  Direction  (1  or  - 1 )  to  be  added  to  skier's  location 

G  Counts  spaces  between  gates  and  jumps 

E  Counts  gates 

X  Random  \'ariable  used  to  position  gates  and  jumps 

H  Counts  gates  hit 

TM  Elapsed  time  for  run 

U  Controls  \'ertical  movement  of  skier  on  screen 

OS  Counts  number  of  trees  and  fence  sections  struck 

SC  Player's  score  for  a  run 

Z(P)  Player's  cumulative  score  where  P  is  the  player  number 


BEGINNING  PROGRAMMERS 
If  you're  new  to  computing,  please  read  "How 
To  Type  COMPUTE! 's  Programs"  and  "A 
Beginner's  Guide  To  Typing  In  Programs." 


SpeedSki 

10  PRINT"{CLR1 {9  DOWN) I  3  SPACES }SPEED-SK 

I": PRINT" {9  DOWN}" 
20  POKE56 , 28 : POKES 5 ,250: POKES 2 , 28 : POKES 1 

,2S0;POKE36879,25 
30  READX:IFX=0THEN70 
40  F0RI=XT0X+7 : READY : POKE I , Y: NEXTI : G0T03 

0 
82    COMPUTE!    July1983 


50  DATA7672,16,56,56,124, 124,254,254,16 

51  DATA7664,0,0, 15, 32, 64, 128,0,0 

52  DATA7656,0,0,240,4,2,1,0,0 

53  DATA7648,40, 40, 40,40, 104, 56,44,40 

54  DATA7640, 32 , 16, 136 , 68, 34, 17 , 8, 4 

55  DATA763  2,4,8,17,34,68, 136,16,32 

56  DATA7624,16,28,30,28,16, 16, 16,56 

57  DATA7616,0,0,0,0, 25  5,8  5, 170, 255 

58  DATA7608,16,24,126,24,26,44,72,16 

59  DATA7424,0,0,0,0,0,0,0,0 

60  DATA7592,8, 24, 126, 24,88, 52, 18,8 

61  DATA7584,0, 0,0,0,0,0, 255,0 

62  DATA7576,8, 8, 28,8,62,8, 127,8 

63  DATA7 568, 8, 8, 62, 8, 8, 8, 0,0,0 

70  PRINT" {CLR} [BLKl is  SPACES ) SPEED-SKI " : 
PRINT"i22  T3" 

PRINT" I UP  1 {BLU} YOUR  SCORE  IS  ELAPSED 
TIME  +  5  FOR  EACH  GATEMISSED. 
{2  SPACES) LOWEST  SCORE  WINS." 
PRINT" (down) PRESS  {RVS}<[0FF}  TO  GO  L 
EFT  1 4  SPACES} AND  { RVS) > {0FF}T0  GO  RIG 
HT  .  " 

I NPUT " I  DOWN } NO .  PLAYERS  ( 1 -4 ) " ; NP : I F 

NP<1ORNP>4THEN70 

INPUT" I  down! NO-  ROUNDS {2  SPACES} (1-5 

) " ; NR: I FNR< 10RNR>  5THEN70 

R=l : P=l 
130  PRINT " I DOWN } [RVS} I CYN) SKIER  #";P:PRI 

NT" {DOWN} (BLU} SLOPE  DESI RED" : PRINT"! 

=BEGINNER" : PRINT"2=INTERMEDI ATE " 

PRINT  "  3=ADVANCED  "  :  PRINT  "  4==0LYMPI  C  "  :  P 

RINT " S^PROFESSIONAL" 

A$=" " :GETA$ : IFA$=" "THEN150 

IFA$= " 1 "THENS?= " [ 2  SPACES } BEGINNER" 

IFA$= " 2 "THENS$= " INTERMEDIATE " 

IFA$="3"THENS$=" (2  SPACES} ADVANCED" 

IFA$= " 4 "THENS$= " I  2  SPACES } OLYMPIC " 

IFA$= " 5 "THENS$=" PROFESSIONAL" 

SK=VAL ( A$ )  : RN= ( SK+1 ) /10 : IFSK< 10RSK>  5 

ORSK<>INT(SK)THENPRINT"U0  UP)  ":G0T0 

130 

SK=3  5-5*SK 

P0KE36869, 255 : PRINT" {CLR) " :POKE36878 

,15:8=36877 

F0RI=1T022:L=INT(RND(1)*19)+1:PRINT" 

lRED}<"rTAB{L); " {GRN} ? " ; TAB ( 20 ) " 

(RED}<":NEXTI 

B=7910 : 0^307  20 : F=55 : POKEB , F : POKEB+C , 

3 : POKEB+22 , 32 : POKEB+21 , 32 : POKEB+23 , 3 

2 

POKE8125, 57:POKE8131, S7:POKE8125+C,4 

:POKE8131+C,4 

PRINT" {HOME} {8  DOWN ) 1 4  SPACES} (RVS } " 

;S$; "{13  DOWN}" 

FORI=8126T081 30 : POKEI , 52 : POKEI+C, 4 :N 

EXT  I 

F0RI  =  1T05  t POKES-1 , 220  +  5*1 : FORT^iTOl0 

0 : NEXTT : POKES-1 , 0 : NEXTI 

TI$="000000" 

GETA$ : IFA?=" "THEN310 

IFSKTHENFOHT=1TOSK : NEXTT 

IFF=55THENPOKEB-21,58:GOTO350 

POKEB-23, 59 

IFPEEK (197 )=29THEND=-1 : F=55 : POKES, 24 

5:GOTO370 

D=1:F=S3: POKES, 246 

G=G+1:IFG<28THEN410 

G=0tE=E+l :  IFE=10THENPRINT*'  {PUR}  98888 

8888888888888889 " : GOTO460 


80 


90 


100 


110 


120 


140 

150 
160 
170 
180 
190 
200 
210 


220 

230 

240 


250 


260 

270 

280 

290 

300 
310 
320 
330 
340 
350 

360 
370 
380 


Exterminator  By  Ken  Grant 

Just  about  as  action-packed  and 
complex  as  is  nufisically  possible  in 
your  standard  5K  VIC  20.  This  ex- 
tremely well-written,  machine  code 
game  is  invariably  praised  by  cus- 
tomers and  has  been  calied  the  sec- 
ond best  tape  game  made  for  the  VIC 
of  1982  (oh,  no,  not  by  us,  we  don't 
agree  with  that  opinion).  Rapidfire 
from  the  bottom  of  the  screen  at 
moving  insects  and  creatures .  .  .  any- 
thing that  moves,  and  even  anything 
that  doesn't.  Just  don't  be  overrun  by 
any  or  all.  It's  as  much  fun  the  hun- 
dredth time  you  play  it  as  it  was  the 
first.  This  game  plays  stick  or  key  and 
runs  in  standard  5K  ViC  20. 

3-D  Man  Not  just  another  eat-the- 
dots-in-a-maze  game,  this!  Though 
you  find  yourself  in  an  edible  dot- 
littered  floor  plan  that  may  seem 
vaguely  familiar,  we  guarantee  you 
have  never  looked  at  it  from  this  per* 
spective  {eye  level)  before-  The  dots 
diminish  into  the  distance  as  you 
race  down  a  hallway  eating  them  one 
after  the  other.  The  dot-remaining 
counter  on  the  right  clicks  downward. 
Race  through  a  4-way  intersection 
and  whoops!  Head  to  head  with  one 
of  the  ghosts  that  haunt  these  halls! 
Back  quickly  on  the  stick  puts  you 
facing  the  dotless  hall  you  just 
cleaned  out  when  . . .  another  ghost! 
A  quick  left  turn  into  that  junction 
saves  you,  but  in  the  confusion 
youVe  lost  direction  momentarily 
and  must  check  the  miniature  radar 
plotting  screen  to  set  things  straight. 
. .  .  Definitely,  an  ordinary  maze  game 
this  one  is  not.  3-D  Man  requires  a 
joystick  and  at  least  3K  extra  mem- 
ory. 

Racefun  Extensive  use  of  multi- 
color character  graphic  capabilities 
of  the  VIC  make  this  game  very  ap- 
pealing to  the  eye.  Fast  all-machine 
language  action,  quick  response  to 
the  stick  or  keyboard-controlled 
throttle,  combine  with  the  challenge 
of  driving  in  ever-faster  traffic  to 
make  it  appeal  to  the  rest  of  the  body. 
Plays  joystick  or  keyboard. 


i 

"^ 

_5D  MAbI  ^ 

^ 

H 

^^PT 

/v^^^ 

l|rf^ffH|| 

M 

^^ 

w 

b^^^^^^^^^^^^P^Ty 

WARMING!                                                ~'~~~^^^^=^C^        ^^  J 

Antimatter  Splatter*  a  more 
dastardly  alien  could  scarcely  be 
found  than  one  who  would  wipe  out 
an  entire  civilization  by  dropping  anti- 
matter anti-canisters,  right?  If  your 
opinion  of  this  alien  troublemaker  is 
the  same  as  ours,  probably  your  first 
thought  was,  get  some  matterl  We 
say  calm  down!  All  is  not  lost.  A 
mobile  rapid  splatter  cannon  capable 
of  both  breaking  through  his  standard 
alien  moving  force  fields  and  laying 
waste  to  the  ever-increasing  number 
of  anti-canisters  is  even  now  hovering 
above  uS-  If  only  our  cannoneer 
hadn't  called  in  sick. ..say,  what  are 
you  doing  today?  AnthMatter  Splat- 
ter is  100%  machine  language  and 
runs  in  standard  5K  VIC. 


nUFEKUP 

P.O.  Box  156,  Shady  Cove,  Oregon  97539-0156 
C.O.D,  Orders„,call  (503)  878-2113 

Mastercard  and  Visa  cards  accepted 

Ask  for  our  new  FREE  catalog! 

NOW:  Two  for  the  64! 

Call,  write,  check  your  stores  and  watch  our  ads! 


Defender  on  Tri     As  pilot  of  the 

experimental  Defender-style  ship 
"Skyes  Limited,"  you  are  the  only 
hope  for  an  advance  party  of  scien- 
tists trapped  in  ancient  alien  sphere 
which  suddenly  (heat  from  collision 
course  with  sun  presumably— G.E.) 
came  to  life.  Four  screens  worth  of 
unique  defenses,  on-off  shields,  fuel 
deposits,  alien  treasures,  running 
timer,  energy,  score  and  very  nice 
graphics  display  make  this  one  that 
does  not  quickly  wax  old.  Defender 
on  TRi  requires  at  least  3K  memory 
expander,  but  will  run  with  any 
memory  add-on  {8K,  16K,  24K,  etc.}  we 
have  come  across. 

Alien  Panic  Standard  5K  VIC 
20/combination  stick  &  keyboard. 
This  arcade4ype  game  pits  you 
against  time  and  an  alien  on  a  six 
level  construction  sight  with  ladders 
and  pitfalls,  but  not  to  worry!  You 
have  a  shovel. 

And  there's  more... 

Rescue  From  Nufon  Adventure  M2.95 

Collide  Crunch M2.95 

Vikman     Classic M2.95 

Search     Challenging M  2.95 

VlC  IS  a  tradennark  of  Commodore  BusinQSj  Machiaes,  Inc 


390  IFE>10THENPOKEB,56:GOTO510 

400  X=INT ( RND (1 ) *10 ) +2 : PRINTTAB (X ) " I  PUR} 

9444449" :GOTO460 
410  IFG=10THENX=INT ( RND ( 1 ) * 10 ) +4 : PRINT " 

{UPl {RED}<";TAB(X)"[GYN)>^";TAB{20); 

"lRED}<" 
420  IFRND(1)>RNTHEN440 
430  L=INT ( RND ( 1 ) * 19 ) +1 : PRINT " [ RED } < " ? TAB 

(L)"tGRN}?";TAB(20)"{RED)<":GOTO450 
440  PRINT" {red} <" ;TAB(20) r "<" 
450  IFPEEK(B)<>32THEN500 
460  POKEB, 32 ; B=B+D: POKEB, F; POKEB+C, 3 
470  GOTO320 
480  END 
500  IFPEEK ( B ) =52THENH=H+1 r  POKES-1 , 240 : FO 

RT=1TO30 : NEXTT : POKES^l , 0 : GOTO460 
510  IFPEEK ( B ) =56THENH=10-H ; TM=INT ( Tl/60 ) 

: POKES-1 , 0 : POKEB+D , F : GOTO640 
520  IFPEEK ( B ) =57THENPOKES-3 , 220 : G0T05 70 
530  IFPEEK(B) <>62ANDPEEK(B) <>61THEN570 
540  POKES , 253 : D=D*2 :G=G+10 : FORI=1TO10 : PR 

INT"{RED}<";TAB(20)"{RED}<":NEXTI:IF 

SK>0THENSK=SK-2 
550  IFU>-'3THENB=B+2  2:U=U-1 
560  GOTO460 
570  IFPEEK(B)==60THENPOKEB,60:D=D*-2:GOTO 

600 
580  IFPEEK(B)=63THENPOKEB-22,50:POKEB,51 

:GOTO600 


590  POKES-3,0:GOTO460 

600  FORJ=2TO0STEP'-i  :  FORI  =  5-JT05+J  :  POKE36 

864,I:NEXTI,J 
610  08=08+1 :FORT=0TO127 : POKES, 25 5-T: POKE 
B-22+C , INT ( T/ 22 ) +2 : NEXTT : POKES-1 , 0 

620  IFPEEK(B)=51THEND='-22:U=U+1  :  IFU=10TH 
ENPRINT"{RVS} [CLR}TRY  AGAIN" :POKE368 
69,240:GOTO690 

630  GOTO460 

640  POKES , 0 : F0RT=1 28T025 5 : POKE8-3 , T : NEXT 
T:POK'^S-3,0 

650  U=0:PRINT"lCLR} {RVSlOBJECTS  HIT="rOS 

: PRINT" { RV8 } GATES  MISSED= " r  H : PRINT " 

lRVS}TIME="TM:8C=TM+5*H 
660  PRINT " I RVS } SCORE= " 8C : POKES-2 , 220 : FOR 

T=1T01 00 : NEXTT : POKES-2 , 0 ; P0KE36869 , 2 

40 
670  Z(P)=Z(P}+SC:PRINT"{2  DOWN} 

{7  SPACES }{ RVS } ROUND ";R: PRINT"  " : FOR 

I=1T0NP 
680  PRINT" {3  SPACES} SKIER  # " r I ; Z ( I ) : NEXT 

I 
690  SC=0 : G=0 : E=0 : OS=0 : H=0 i IFU=10THENU=0 : 

POKES, 0:GOTO1 30 
700  P=P+1:IFP<NP+1THEN130 
710  R=R+1 : IFR<NR+1THENP=1 :GOTO130 
720  PRINT" 1 2  DOWN} {6  SPACES} I RVS } GAME  OV 

ER" : PRINT" IwHT} " :END  q 


st^S^I 


audio 


!„Vc  distortion,  ciea-^^iiity.  and 
i        Sinclair'^*'" 


0^^^^?om  us-^P°^^P^"  °Sc  ^'--«  t^..os. 


\;i°%^nqeic£i^ 


84     COMPUTE*    July  1983 


2r 

D 


f'  Timothy  G  Baldwin 


This  entrancing,  well-designed  game  for  any  Atari  offers 
you  the  best  of  both  worlds.  It  has  the  drama,  variety,  and 
mystery  of  a  good  adventure  game  combined  with  the 
fast-paced  excitement  of  an  arcade  game. 

Your  job  is  to  rid  the  ki}igdom  of  the  three  evd 
wizards.  All  this  would  be  easy  if  the  wizards  weren't 
so  zealously  guarded  by  servants  whose  names  reflect 
their  personalities:  bat-wingers,  blinkers,  chokers, 
crushers,  and  stompers. 


You  are  in  love  with  the  Princess  Dilayna  and  have 
asked  her  father  the  King  for  her  hand  in  marriage. 
Her  father  does  not  particularly  like  you.  He  chal- 
lenges you  to  demonstrate  your  worthiness  by  cap- 
turing the  three  evil  wizards  that  have  been  ravaging 
the  kingdom  for  years.  They  each  live  in  their  own 
castle  protected  by  their  servants  -  the  bat- wingers, 
the  blinkers,  the  chokers,  the  stompers,  and  the 
crushers.  The  castle  rooms  are  rumored  to  be 
deadly,  with  untouchable  walls,  fast-moving 
enemies,  and  no  exits.  You  reluctantly  accept  the 
King's  challenge. 

Fortunately,  a  friendly  magician  gives  you  a 
cloak  that  makes  its  wearer  invisible.  But  the  cloak's 
power  works  only  for  a  limited  time  in  each  room. 
Once  the  time  is  up,  you  are  instantly  destroyed. 
The  magician  also  gives  you  a  magic  spell  that 
temporarily  freezes  all  servants  in  a  room.  But  you 
must  use  this  spell  with  care:  it  will  consume  a  por- 
tion of  the  cloak's  power  each  time  it  is  used. 

Armed  with  these  aids,  you  leave  on  your 
quest.  The  King  wishes  you  good  luck  -  or  did  he 
say  good  riddance? 

The  Three  Wizards 

The  object  of  "Castle  Quest"  is  to  capture  the  three 
wizards.  To  reach  each  wizard,  you  must  pass 
through  the  ten  rooms  of  his  castle.  The  rooms  are 
inhabited  by  the  wizard's  servants,  who  mt^ve  about 
quickly  in  an  unpredictable  manner.  The  higher 
numbered  rooms  in  each  castle  have  more  servants 
(up  to  32).  The  servants  move  progressively  faster 
as  you  complete  more  rooms. 

You  have  three  (3)  lives  to  capture  the  first 
wizard.  Capturing  a  wizard  earns  you  three  addi- 
tional lives.  Touching  a  servant  or  a  room  wall  or 


failing  to  exit  a  room  within  the  allotted  time  will 
cause  loss  of  a  life.  You  cannot  exit  a  room  until 
you  capture  both  door  keys  in  that  room  by  touching 
them.  One  key  is  invisible  until  the  other  key  is 
touched. 

Once  both  keys  are  captured,  the  room's  exit 
appears  -  unless  you  are  in  a  castle's  tenth  room.  In 
this  case,  the  wizard  appears,  and  you  must  capture 
him  before  you  can  escape.  Also,  once  you  capture 
the  first  key,  your  presence  becomes  known  to  the 
wizard,  and  he  causes  room  wall  segments  to  move 
to  block  your  escape.  You  must  move  quickly  to 
avoid  destruction. 

Secret  Passages 

A  counter  at  the  top  of  the  screen  signals  the  amount 
of  "cloak  time"  remaining.  Pressing  the  joystick  fire 
button  will  temporarily  freeze  the  action,  permitting 
you  to  move  safely  past  a  tight  corner,  but  you  lose 
50  units  of  cloak  time  each  time  you  use  the  freeze 
option.  The  room  number  and  the  number  of  your 
remaining  lives  are  displayed  at  the  top  left  of  the 
screen.  Your  score  -  a  measure  of  your  ability  to 
elude  the  many  dangers  involved  -  is  displayed  at 
the  top  right  of  the  screen. 

Room  patterns,  key  locations,  servant  locations, 
and  wizard  placement  are  randomly  generated,  so 
be  prepared  to  touch  keys  partially  embedded  in 
walls,  move  through  weird  mazes,  etc.  Sometimes 
a  secret  passageway  is  created  at  the  screen  bottom 
or  in  a  room's  right  wall.  You  may  use  these  pas- 
sageways for  a  quicks  easy  escape. 

I  will  make  tape  or  disk  copies  for  anyone  who 
sends  me  a  blank  tape  or  disk,  a  stamped,  self- 
addressed  mailer,  and  $3. 

T.  G.  Baldwin 
Box  354,  Route  2 
Hayes,  VA  23072 


Castle  Quest 

10 


PftCESaMEMORY     SRUF 


20 


30 


REM     i^ 

C0=0: Cl=l : C2=2: C3=3 : C4=4 : C5=5 : C6- 

6: C7=7: 08=8: C9=9: C 1 0= 1 0 : C t 5= 1 5 : C 1 

6=16: C256=256: RAMTOP=PEEK ( 106) :MI 

SSIDN=C1 

REM 

^7    iJiJsW^> 


XNXTXRLXZRTXON  ROUTXN 


July  1983     COMPUTE!     85 


2S0 


Searching  for  the  keys  to  the  hidden  door  on  Atari's  Castle 
Quest. 


40 

GO 

:  ? 

C 

50 

Tl 

0: 

=  C 

60 

GO 

70 

RE 

i9 

80 

GO 

SU 

OK 

90 

IF 

100 

X 

1  10 

R 

< 

120 

G 

< 

130 

I 

140 

P 

> 

0 

150 

X 

SUB  1080:EOSUB 

"  <:CLEAR>  "  :  POKE 
2, C0, C0; GOSUB  3 
=Ca:GOSUB  1150: 
G=C0: L=C3: Q=C0: 
0 

SUB  320 
M  C4 

SUB  970:GOSUB  4 
B  1500:POKE  156 
E  53248, 60: POKE 
C=C10  THEN  GOS 
=USR ( 1767) : FOR 
I:PDKE  1568, F 
EM  i^ 

=G-C1 : IF  (PEEK ( 
C0>  THEN  400 
F  PEEK (203) >204 
OSITION  23-<G>9 
, C0: ?  CHR* (B) ; G 

THEN  SETCOLOR 
=  PEEK  (53260)  :  IF 
POKE  53250, W2:P 
EEK(706)<>N  THE 
706,  N 


770:GRAPHICS  C16 
752, CI : SETCOLOR 
10 

T1=C16-GQSUB  115 
C=C0: X 1=C0: SCORE 


PRCESHROOM  SETUP  ROUTXN 


50:GOSUB  1340:GO 
8,C1-P0KE  77,0:P 

53249, Wl 
UB  340 
I=C0  TO  100:NEXT 


PRCE^HMniN  PROGRRM  l_00 


1566} < : C0)   OR   (G 

THEN  520 
99 > - (G>99) - (G>C9 
; CHRS  (B)  :  IF  G<  10 
C2, C4, C0 

( X-Xl ) >=C2  THEN 
OKE  53249, C0: IF 
N  GOSUB  380: POKE 


290 

300 

310 

320 

330 

340 

350 

360 

370 

380 

390 
400 

410 
420 

430 

440 

450 


160 

IF  X-X1>=C4  THEN  POKE  53251, W3:P 

OKE  53250, C0 

460 

170 

IF  X>=C6  THEN  GOSUB  260 

180 

IF  STRIG(C0)=C0  THEN  POKE  1568, C 

1:G=G-50:FOR  1=0  TO  250:NEXT  I:P 

4  70 

OKE  1568, F 

480 

190 

CHBASE=RAMT0P-C8-C8* ( INT (G/2) =G/ 
2) : POKE  756, CHBASE 

490 

200 

IF  PEEK  (706)  =N  THEN  IF  RND(C0)>0 

-95  THEN  PLOT  I  NT ( RND ( C0 >  * 38 )  ,  I N 

500 

T  (RND  <C0)  *22)  : GOSUB  24  0 

210 

IF  STICK (C0) < >15  THEN  SOUND  C2,l 
00, C6, C8: SOUND  C2, C0, C0, C0 

510 

220 

GOTO  120 

5  20 

230 

ISiaM^ft^lSPnCE:Sll"SHODTXNG"  3  0UHP  Rl 

TilliiiMa^.^  kf:J:Trf^rf> 

240 

FOR  I=C0  TO  30:SOUND  C0,I,C0,C15 

:NEXT  I : SOUND  C0 , C0 , C0 , C0 : RETURN 

530 

250 

■-IfdZH  OfltflM  F«TT   ni^KMlHU  RUUIXNt^H 

<4  i--1J;W=^i> 

260 

IF  C  =  C10  THEN  IF  X014  THEN  RETU 

RN 

540 

270 

FOR  I=C0  TO  C5;P0KE  SC+C10*40+I* 

C0 
RE 


40-Cl , C0: NEXT 
OR  I=C15  TO  C 
, C10, C10, I 
SOUND  CI , 1 1,C 
, C10, I+C2: SOU 

I:FOR  1=0  TO 
:NEXT  I 
POKE  53251 

53278, 255 
REM 
<:3  ^-lJ;m4=!> 
POSITION  C10+ 
game  setup " : R 
C=C+C1 : POSITI 
ead  y  -f  or  Room 
REM 
C6  h^J;Hm> 
PL=  (RAIiTOP-9) 
ND (C0) »151 ) : R 

TO  11:READ  Z 
DATA  102, 36, 1 
, 60, 60, 36, 102 
W3=70+INT (RND 
P: RETURN 
REM 


I : POKE  53278, 255: F 
0  STEP  -C1:S0UND  C0 

10, I+Cl : SOUND  C2, 12 

ND  3,  13,  10,  H-3:NEXT 

3:S0UND  I,C0,C0,C0 

: POKE  53250, C0: POKE 
TURN 


USER  XNFORMRTXON  RQUTTNES 


CI , C  10: ?  "Wai  t  for 
ETURN 

ON  C10,C10:?  "Get  r 
"  ; C: C  =  C-C1 : RETURN 


HXZRRD  PLOTTIKG  ROUTXN 


*256:PL=PL+52+INT(R 
ESTORE  350:FOR  I=C0 
: POKE  PL+I , Z: NEXT  I 
26,90, 126, 126,66, 90 

(C0) *130) : POKE  707, 


KEY  TOUCHXNG"  SOUND  ROUTX 


SOUND  C2, 20, C10, C10: SOUND  CI, 80, 

C10,C10:FOR  1=0  TO  30:NEXT  I : SOU 

ND  CI , C0, C0, C0: SOUND  C2, C0,C0,C0 

:RETURN 

REM  —I  I  I  gJ:^rfK--^i»1=i=tif=1J^rM»}a 

C3  i=1;7sM4-i>  JB        lull    ^'1  |lhi  I  I 

{21  aHngs> 

FOR  I=C0  TO  C3:P0KE  53248+1, C1:N 
EXT  I:POKE  1568,  CI:?  ■■<CLEAR>":S 
ETCOLOR  C2,C0,C0:IF  Q  THEN  RETUR 
N 

POKE  DL+C15, C7:P0SITIQN  C4,C10:I 
F  Q  THEN  RETURN 

POKE  756,224:?  "TOUGH  LUCK '":  FOR 
I=C0  TO  200:SOUND  C0 , C6 , 1 00 , C8 : 
NEXT  IiSQUND  C0 , C0 , C0 , C0 : T2=C 1 
POKE  DL+C15, C2: L=L-C1 : ?  " CCLEAR> 
"  : C  =  C-1 : GOSUB  320: C  =  C-M  : GOTO  80  + 
500* (L<=C0) 
REM  l>3i*rfd:3SMMJi:ti*:^Ji:TiTi1SlM 

^:9  aasHSxa  SPACES >[3imiiaaESi^si 

>'<H--M:MiJifWTT^C7  K-f  J;TH=H> 
A=INT(Ci6*RND(C0) )*Ci6+C6:M=INT( 
C16»RNDCC0) )«C16+C2:N=INT(C16*RN 
D(C0> )*C16+C4:P=INT(C16*RND(C0) ) 
*C16+C8 

B=33+C-C6*(C>5) :C=C+C1:D=C2+C2*( 
C>C1)+C4»(C>C3)+C8*(C>C6)+C16«(C 
>C9) 

E=INT(RND(0)*5+7):POKE     17  63, E 
F=C2+(C>C9)+C2*(MISSIQN-C1> 
G=100+C»50: COLOR     B;POKE     1578,31: 
POKE      1566, C0: POKE     756,RAMT0P-C8: 
POKE     53278,255: X1=C0 

SETCOLOR     2, C7*  (C  =  7)  +C2*  (C  =  8)  +C 1  * 
(C=9) +C3* (C=10> , C0: RETURN 
REM     Mi;--14:»^-Trf:T:J^-^drIiiaM:M:IiIilS 
t5     anaa^CS     SPACES  >«IIiin5IIIl 
<22    t--1J;W4-i> 

Q=C1:G0SUB  400:6OSUB  410:POKE  75 
6,  2  24: ?  "  C3  SP ACES> ATT ABOY  5  "  : Q  =  C 
0 

FOR  I=C0  TO  C5:S0UND  C0,C10,50,C 
8:P0KE  705,C10:POKE  706,C10:POKE 
710,C10:POKE  712,C10:FOR  J=C0  T 
O  50: NEXT  J 

SOUND  C0,C10,100,C8:POKE  705, C0: 
POKE  706,C0:POKE  710,C0:POKE  712 


86     COMPUTE!     July  1983 


stake  a.Cl^^««fftne  most 
excitii|g  Ne^  Game  for  your 
Afaii  Hc^poie  Cciinpute£]II 


the  pfb^rafmining 
I  that  brought  you 
Kobot  Attack"^  "Defense 
Command*"  and  many  other 
great  Arcade  games  for 
yourTRS-80- 
'   100%  machine  language 
-»   16K  ROM  Cartridge,  the 
largest  available  anywhere! 

•  Written  specifically  for  th  " 
Atari^  —  not  a  converted 
Apple^-  game.  i  1 

•  Ten  different  rounds  /  -^ 
DHRculty  adjustment 
High  score  table 
Demo  mode  /— 
Spectacular  sound^nd 

1    graphics  h-^    ; 

•  Runs  on  any        f       \  - 
400/800  with  '      . 
at  least  16K     / 
memory 

•  Only  $49.95  || 

Available  also 
For  the  5200 


^po.  flffl?!9p%j^c ^^.^S:^^ C4  91409  am jbz  sa^i 


550 


560 

570 
5S0 


,C0 
SOU 
.  •-? 

RE  + 

IF 

ION 

GOT 

REM 

[3<:8 


600 

610 
620 


630 
640 

650 


660 


770 

780 
790 

800 

810 

820 

830 

840 

850 

860 

870 


:  FOR 
ND  C 
"CCL 
MISS 
C  =  C1 
=  C3) 
O  80 
C3  aQIIH^a> 


J=C0  TO 
0, C0, C0, C 
EAR> " : GDS 
ION*INT  (  ( 
0  THEN  BO 


50:NEXT  JrNEXT  I 
0: POKE  DL+C15, C2 
UB  320: SCORE=SCD 
G*C> /C10> 
TO  580+1 10* (MISS 


590  ? 


L+1 
,  C6 
0 
POS 

POS 


CCLE 
1  ,  C6 
:  POK 


AR> " : POKE 
:POKE  DL+ 
E  707, C0: 


niJ=feliMrmi^ifcrfr 


DL+C9^ C6: POKE  D 
13, C6: POKE  DL+15 
IF  L<=C0  THEN  66 


ITIDN  C2,C4 
:POSITI0N  2 
ITIDN  C3,C7 


C5=?  "YOU  HAVE": 
'  "COMPLETED  YOUR 

'  "QUEST" : C=C0:L= 


■  t 
"Pr 


POSITION  27, Ca 
L  +  C3 

POSITION  C5,  15 
o  continue 

POSITION  C5, 19: ? 
POKE  53279, CB:  IF 

THEN  640 
?  " tCLEAR> " : POKE  DL+C9 , C2 : POKE  D 
L+1 1 , C2:P0KE  DL+ 1 3 , C2 : POKE  DL+15 
, C2: MISS10N=MISSiaN+ (L>C0) tCl : BO 
TO  60  +  620*  (L<=r<?) 

POSITION  C7,C4:?  "SORRY  ?  " : POSITI 


: POSITION  C5, 17: ? 

I=]4--1=*J  to  quit" 

"SCORE:   "; SCORE 
PEEK (53279) <  >C6 


1536  +  : 


^08,  2 


30 


RESTORE  790:FOR  1=1536  TO 

47:READ  A:POKE  I,A:NEXT  I 

RETURN 

DATA  173, 4,2  08, 20  1 , 4,240, 2, 

2, 17  3, 99, 228, 14  1 , 36, 2 

DATA  17  3, 100, 228, 141 , 37, 2, 14  1 

,6, 141 ,30,2  08,7  6,98, 228 

DATA  0,  162,  2,  2  02, 240, 42,  138, 72,  1 

73, 10, 210,41,7, 10, 170 

DATA  189, 0, 1 , 133, 206, 133, 20B, 232 

,  189, 0,  1 ,  133, 207,  133,  209 

DATA  32, 148, 6, 165,207, 15  7, 0, 1 , 20 

2, 165,206,157,0, 1,104 

DATA  170, 208,21  1  ,  1 62 , 5 ,  1 73 ,  1 20 , 2 

, 202, 240, 19  7, 24, 106, 176, 249 

DATA  72,224,2,240,8,224,1,208,13 

, 230, 203, 208, 2, 198, 203 

DATA  165,203, 14  1,0, 208, 208,32, 16 

9,0, 224, 4, 2  40, S, 168, 145 

DATA  204, 230, 204, 76 , 1 34 , 6 , 1 60 , 7 , 


880 

890 

900 

910 

920 

930 

940 

950 
960 

970 
980 

990 

1000 


145, 204, 198, 204, 16  0, 0, 185 

DATA  240,6,145,204,200,192,8,208 

, 246, 104,76,83,6, 160,0 

DATA  152, 145, 206, 173, 10,210,41,1 


, 208, 15, 169, 56, 141 , 201 , 6 

DATA  169,233, 14  1,204,6, 141,210,6 

,208, 13, 169,24, 141,201 ,6 

DATA  169, 105, 141 ,204, 6,141,210,6 

, 173, 10,210,41, 1,208,2 

DATA  169, 40, 14  1 , 205, 6,216,0, 165, 
0, 133, 206, 165, 207, 0 
0, 13  3,207, 177, 206, 240, 8, 165 
133, 206, 165, 209, 13  3, 20  7 
169, 1 1 , 145, 206, 96, 104, 168, 1 
169,7,76,92,228,60 
126,90,  126,90,  102,  12  6,  60 


ETUP  PLftYER-HrSSTLE    GRRPH- 


:M'I*<:[ 


ON  2 

4,C5:?  "you  blew  it,": POS IT  I 

ON  C2,C7:7  "quests  completed  ";M 

1010 

ISSION-Cl 

670 

GOTO  620 

680 

RUN 

1020 

690 

REM 

L15ER  WXNS  THE  ^RME  ROUTINE! 

iS    KlJ=T>J4--11 

700 

GRAPHICS  2:SETC0L0R  C2,C0,C0:POS 

ITIOI 
res5 

+  n  " 

^J  C6,C4:?  4*6;  "YOU  WON  f  "  :  ?  " 

P 

1030 

».-%-^-«id2Hrl^H=Ai  ^nrl   thP-n    RUN 

1040 

710 

to  , 
POKE  752,1:7  :?  "begin  a  new  gam 

720 

POSITION  C1,C7:?  #6;"final   score 
"; SCORE 

1050 

730 

FOR  1=255  TO  C0  STEP  -CI: SOUND  C 

0, I, 10, 10:POKE  712,I:P0KE  710,1: 

1060 

NEXT  I 

740 

GOTO  740 

1070 

750 

POKE 

1568, CI : RUN 

760 

REM  ( 

F>UT  R  UERTICBU  BLRHK  XHTERR 

± 

1080 

(3Q<8 

206,  0 

DATA 

,208, 

DATA 

62,6, 

DATA 

REM 

«<9     SPACES] 

CIO     a3IHS> 

POKE  559,62:PQKE  54279 , RAMTOP-C 1 

6:P0KE  53248, CI : POKE  53277,03 

PL=RAMT0P-12:Y=PEEK(88) ;Z=PEEK<8 

9>:P0KE  88, C0: POKE  89, PL: POKE  10 

6,PL+C3:?  " CCLEAR> "; POKE  a3,Y:P0 

KE  89, Z 

POKE  106, PL+12: PL=PL*C256+120: IF 

C=C0  OR  C=C10  THEN  2=(RAMT0P-C9 
)*C256:F0R  I=Z  TO  2+255:P0KE  I,C 
0:NEXT  I 

FOR  I=C0  TO  C7:PQKE  PL+I,PEEK(1 

776+1 >: NEXT  I 

POKE     203,60:POKE     204 , PL- I NT ( PL / 

C256) »C256: POKE     205, INT (PL/C256 

) 

PL=(RAMT0P-ll)*C256:PL  =  PL'i-52+IN 

T  (RND (C0) *151 >  : RESTORE  1030: FOR 
I=C0  TO  C7:READ  Z : POKE  PL+I,Z: 

NEXT  I 

DATA  0,6, 15, 249, 255, 166, 160, 0 

W1=70+INT(RND(C0)*130) :PL=(RAMT 

OP-C10)  *C256: PL  =  PL  +  52+ I  NT < RND (C 

0) *151 > iRESTORE  1030:FOR  I=C0  T 

O  C7 

READ  Z:POKE  PL+I,Z:NEXT  I:W2=70 

+  INT(RND(C0)»130):POKE  705,  M:  IF 
T2  =  C1  THEN  C  =  C--C1  :  T2  =  C0 

POKE  53249, C0: POKE  53250, C0:RET 

URN 

REM      C4     U1sJ;TH=fci>  hii*iW^:J:Trt;^:IilU*^! 

GRAPHICS  18:SETC0L0R  C2,C0,C0:P 

OKE  708,  202:  POSITION  C5,C2:'>  #C 

6; "CASTLE" : POSITION  C9,C4:?  #C6 

;  "QUEST" 
1090  DL=PEEK<560)+C256«PEEK(561):POK 

E  DL+13,C2 
1100  POSITION  C3,C8:?  #C6;"How  many 

roams  can  you  survive?" 
1110  FOR  I=C0  TO  C3:P0KE  708,C0:SaUN 

D  C0, 60,C10, CS: FOR  J=C0  TO  100: 

NEXT  J: SOUND  C0, 160, C10, C8: POKE 
708, 202 
1120  FOR  a^C0     TO  100:NEXT  JiNEXT  I 
1130  SOUND  C0, C0, C0, C0: RETURN 
1140  REM  j-l-fci '[-■-! J  l>*M-li^iULLI-LiJhrfa<rm=i^l 

^^9  SPACESlt;nilA*4:i5iC22  L--1  iI:Trf  =t=!> 
1150  RESTORE  lt60:CL=(RAMTOP-Tl>*C25 

6;F0R  I=CL+Ca  TO  CL+95:READ  A:P 

OKE  I,A:NEXT  I 
1160  DATA  204,51,204,51,204,51,204,5 

1, 10  2, 153, 102, 153, 102, 153, 102, 1 

53 
1170  DATA  136,34,136,34, 136, 34, 136, 3 


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Modem 


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Parity  Options 
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4,68, 17,68, 17, 68, 17,68, 17 
1180  DATA  36,146,73,36,146,73,36,146 
,255, 255, 255, 255, 255, 255, 255, 25 


1  1  90 

12  00 

1210 
1220 

1230 
1240 

1250 


1260 
1270 
1280 
1290 
1300 
1310 

1320 
1330 


1340 
1350 

1360 


102, 60, 24, 24, 0, 0, 0 

25  5, 195, 195, 195, 195, 25 


DATA  195, 
DATA  255, 
5,  255 

DATA  255,255,0,0,0,0,255,255 
DATA  24 , 24, 60, 24, 255, 199, 199, 25 
5 

DATA  24, 255, 0,0,0,0,0,0 
FDR  1=128  TO  224:P0KE  CL+I,PEEK 
C 5 7 344+1 ): NEXT  I 

DL=PEEK(560)+C256*PEEK<561) ; IF 
T1=C16  THEN  RESTORE  1260:FOR  1= 
CL+56  TO  CL+95:READ  A:POKE  I, A: 
NEXT  I 

DATA  0,0,0,24,24,60,102,195 
DATA  0,0, 60, 60, 60, 60, 0,0 
DATA  0,0,255,255,255,255,0,0 
DATA  6  0, 24, 24, 24, 60, 60, 0, 0 
DATA  24, 24, 24, 24, 24, 24, 24, 255 
IF  T1=C16  THEN  FOR  I=CL  TO  CL+C 
7: POKE  I,C0:NEXT  I 
RETURN 

REM     ^    I    I   I    hUMr4tii]^M^r  =  KiJa»rtB<;Mrrs%rf|- 
[i»<9         I    III    I  ^    I    IHii   I    I 

C20  aBEH^: 

?  " CCLEAR> " : POKE  752,01 
PLOT  C0,C0:DRAWTO  39,C0rDRAWTa 
39,23rDRAWT0  C0,23:DRAWTO  00, C0 
X=C10:Y=C0:Z=C7:GDSUB  1400: X=C1 
5:Y=C5:2=13:6  0SUB  1400:X=C10:Y= 
C16:2=C7;G0SUB  1400 


1370 

1380 

1390 
1  400 


1410 
1420 
1430 
1440 
14  50 
146  0 
1470 
1480 
1490 


1500 


1510 

1520 
1530 

1540 

1550 


IF 

)  *3 

.  1  1 

POS 

OKE 

POS 

C0: 

ON 

0,  1 

,  14 

RET 

PLO 

X  =  X 

X  =  X 

GOS 

GOS 

GOS 

POP 

REM 

<:3 


RND(C0><0.5  THEN  PLOT  RNDCC0 
1+C8,11:DRAWT0  RND(C0)*31+C8 


IT 

7 

IT 

IN 

42 

B0 

UR 

T 

+  0 

+  2 

UB 

UB 

UB 


ION  06,00:';'  C;POKE 
05,  M 

ION  09,00. : 
SCORE: RETURN 


704, A: P 
L; POSITION 


ION  09,00:7  LsPOSITION  30, 
SCORE: RETURN 

T  (RND <C0)  *C8  +  C1  )   60SUB  141 
0, 1430, 1440, 1450, 1460, 1470 

N 

X, YiDRAWTO  X, Y+Z: RETURN 

10;GOSUB  1420: RETURN 

0: GOSUB  14  20: RETURN 

1420:GOSUB  1430: RETURN 
1430: GOSUB  1430: RETURN 
1420: GOSUB  14  60: RETURN 

GOTO  1360 


WIZARD'S  S  ERVRNTS  PLOTTXHI 


i=1aisIH=44>  <:9 


SPA0ES3  l:rU^:1>3K3r33L-V1 
9     SPACES>P?TT3 


^BLCIJLRTXOH     ROUT- 


^_RDDRES3ES     KEPT     XN    STRCK 


SO^PEEK (88) +C2  56«PEEK (89) : FOR  I 

=  00  TO  D-C1:IF  I  NT  ( RND ( C0 )  «C4 )  > 

02  THEN  1520 

H  =  SC  +  4  0+INT  (RND  (  00 )  t 279 )  :  GOTO  1 

530 

H=SC+680+INT (RND (00) *239) 

HI=INT(H/C256) :L0=H-HI*C256:P0K 

E  0256+1*02, LO: POKE  H,E 

POKE  C256+I *02+01 , HI : NEXT  I:IF 

D=32  THEN  RETURN 

FOR  I=(D-C1)   TO  31:PaKE  0256+1* 

C2+01 , 254: NEXT  I:RETURN  C 


^'^^^^\^-''>  „,...-'-■"■     -,:...■...  ....    .    .  :    ■■^] 

\i^^^--  '■.^.:.-.     ■■      ■■■.■    -    ■.■■■■■     ■■■    -  .-^  ■:■■■,■■■    .-■  ':    ■■■        -  ■.  ■    ■  -.-^'^  ■ 

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marketing  agreement  information  write: 
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TtRM5 

MTUCNT    Cwhi^)  c^fcM  ct^it-tO  CXW**  <*Ofl*,  ofinn  va  t*flk  «<ii»  tionoim  tmmmCM»h  V«»*  A 

*re*'  «'Ht  *rr"v«  '4c.trt*»  ( j/  »«  nt^voruz  f now » «« *it*  E>rnMC*n  »»iOt*o»  Sar>f««M  *pe(«  t'iWwa  *"a 
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CK-lC  Joyst.c» 

Epwfl  Pfintef  Ctiii* 
LrSliCh  RAF  Stria  Jo^liCk 

uicfo  le*  ijK  n*fn  Cva 

tuiyvtti*  AO-C«umn  CflfO 


fc*0 


ti      VtmmUMtfO 

43S      AMfi  VoKL«  Bat 


2fi      OtteOM  ll>S  «  LttiM  Pm 


99      l^4n*tn«i(an  Snici 
3M      HflrrMOAaTtSM^ 


*?«»  CCS 

*rB  4s«  sw-nm  ??»>*                         »?« 

MOct*70  83  Ti<notT7«0                                   lOft 

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€kt*t  S309  WPC 

Cwwoway  FQia  p<T>na  tew  :i3KaamAt>-U                            »r» 

MTERFACE  CMOS  M«*tl«9lt 

lBlIftAI«Cuat$  PwKMKnitk  4fl» 

UPCAA.1fi  .—  .- 


OMCUuitfi 
Z«(»l«il2incn 

at.w;»t  &  WHTTC 

JCS 

ClXOfl 

T»K9B    HOB  Vi**«  I 
Ttian    nGB  Baicn  in 

MODEMS 
AKnvUkTkl 

HAVES 


S9      M  P«^1«t 
&9     39Pv«l«t 


SP3 
949 


G«nm  IE}  >CALL 

a*if.MH  IS  t  CAll 

BftOtKER 

lelter  QuINtV  SQ'I*)  IdSn 

ttl1>HOu4N)vf^ariiit«l  im 

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The  Fortress 
Of  Adnil 


George  W.M  if  ler 


''The  Fortress  ofAdinV  is  an  adventure  game  for  the 
Tirnexl Sinclair  1000  using  the  graphics  mode.  The 
program  is  entirely  in  BASIC  and  includes  several 
routines  youllfind  useful  in  other  programs.  It 
requires  the  16K  RAM  expansion  module,  ,  ,  [. 


Your  objective  in  this  game  is  to  accumulate  points 
by  gathering  energy  pellets  and  recovering  the 
treasure,  v^hile  avoiding  obstacles  on  the  display. 
Each  move  costs  you  one  unit  of  energy;  using 
the  laser  sword  costs  more,  depending  on  the 
range  and  the  object  you  use  it  on. 

Each  move  you  make  is  accompanied  by  ran- 
dom placement  of  "NAWS"  (defined  as  guards) 
on  the  screen.  If  this  random  placement  puts  a 
guard  in  the  space  you  intend  to  occupy,  you  are 
captured.  If  your  energy  level  is  greater  than  1000, 
the  computer  v^ill  allow  you  to  pay  a  ransom, 
deduct  the  ransom  from  your  score,  and  allow 
you  to  continue. 

You  can  use  your  laser  sword  to  cut  a  hole 
through  any  barricade  and  to  oppose  the  guards. 
But  be  warned:  the  odds  are  even  in  any  battle 
with  the  guards,  and  you  may  lose. 

Since  this  game  is  written  in  BASIC,  don't 
expect  fast-paced  action.  The  game  began  as  a 
learning  exercise  in  PEEKing  and  POKEing  into 
the  display  file. 

PEEK  And  POKE  Programming 

Enter  lines  50  to  120  into  your  computer.  They 
will  print  a  border  around  the  display  and  will 
provide  a  boundary  limiting  later  POKE  com- 
mands to  the  display  file. 

Now  enter  lines  220,  250  -  355,  510,  and 
this  line: 

520  PRINT  AT  21,0;PEEK  (PEEK  16396  +  PEEK 
16397*256  +  5) 

Then  enter  lines  530  and  610. 

This  will  allow  you  to  move  a  character  around 
the  screen  and  also  find  the  CODE  of  the  character 
stored  in  that  address. 

SAVE  this  before  you  try  it,  because  if  you 
POKE  outside  the  display  file,  the  program  will 
crash.  YouTl  have  to  turn  off  the  power  and 

92    COMPI/rei    July  1983 


Now  add  the  missing  lines  to  print  a  variety 
of  characters  on  the  screen,  but  don't  change  line 
520  yet.  Move  around  the  screen  and  look  at  the 
codes  returned  from  the  different  locations. 

Lines  400  to  430  limit  the  movement  to  areas 
in  the  display  file.  Lines  450  to  500  check  for  the 
code  at  that  address. 

If  this  is  new  to  you,  just  remember  that 
POKEing  is  putting  a  value  into  an  address,  and 
PEEKing  is  looking  at  the  value  in  an  address. 

Now  change  line  520  to  the  line  as  shown  in 
the  program  listing.  Enter  the  rest  of  the  listing, 
and  you'll  have  the  complete  game  The  Fortress 
of  Adnil. 

If  you  find  the  game  too  challenging,  you  can 
change  the  level  of  difficulty  by  changing  the  2000 
in  line  525  to  some  lower  value. 

Line  9999  is  a  utility  routine  I  use  to  keep 
track  of  the  length  of  my  program.  Enter  GOTO 
9999,  and  the  screen  should  say,  'TENGTH  OF 
PROGRAM  7456".  Since  Fm  using  a  16K  RAM, 
with  16,384  bytes  available,  Fm  well  within  the 
limits  of  memory.  Note  that  line  9999  indicates  all 
memory  used,  and  includes  the  memory  required 
for  the  variables,  the  display  file,  and  the 
program. 

Programming  Hints 

Now  for  some  hints  on  making  your  programs 
look  a  little  more  professional. 

The  routine  starting  at  line  9991  is  self- 
starting.  To  SAVE  the  program,  start  your  tape 
recorder  and  enter  GOTO  9991.  When  you  load 
the  program  again,  you  won't  get  the  usual  0/0 
display,  but  the  program  will  begin  to  run, 
printing  the  title  on  the  screen.  To  use  this  routine, 
change  the  program  name  in  line  9995  to  the  name 
of  your  program,  and  the  line  number  for  the 
GOTO  command  to  the  first  line  in  your  program. 


BEGINNING  PROGRAMMERS 
If  you're  new  to  computing,  please  read  ''How 
To  Type  COMPUTE I's  Programs"  and  "A 
Beginner's  Guide  To  Typing  In  Programs." 


The  Fortress  of  Adail  -  an  adventure  game  for  the  Tiiiicxi 
Siuclair  WOO 

This  is  especially  useful  in  working  with  files. 
You  can  store  the  data  in  variables,  and  when  the 
program  comes  up  it  automatically  begins,  pre- 
serving your  data,  and  going  a  long  way  towards 
making  the  program  user  friendly. 

1  have  placed  this  function  in  the  menu  of  my 
program  "ZX-81/TS-1000  Data  Management" 
(COMPUTE!,  March  1983)  and  saved  the  data  by  a 
step  in  the  program.  This  makes  it  a  subroutine 
and  it  becomes  very  easy  for  even  the  most  in- 
experienced user  to  save  and  run  the  program 
correctly. 

A  further  step  in  making  other  programs 
user  friendly  is  using  INKEYS  instead  of  INPUT 
whenever  possible.  This  keeps  control  of  the  pro- 
gram in  the  computer,  and  the  computer  will  wait 
for  the  command  it  wants  to  see.  (See  lines  8020 
to  8040.)  INPUT  permits  any  number  of  possible 
incorrect  (or  program-stopping)  entries. 

Attractive  Displays 

In  some  versions  of  BASIC,  the  command  FLASH 
will  cause  the  display  to  print  normal  and  inverse 
characters.  The  Sinclair  computer  doesn't  have 
this  function,  hut  you  can  get  the  same  result  by  a 
routine  similar  to  lines  8203  to  8205  in  the  listing. 
This  makes  your  display  a  little  more  attractive, 
and  adds  a  professional  touch  to  your  programs. 

When  building  a  display,  make  use  of  the 
graphic  mode  and  the  various  commands  for 
printing,  such  as  TAB  and  PRINT  AT. 

Check  each  line  by  entering  a  GOTO  com- 
mand in  the  immediate  mode  after  entering  the 
line.  If  you  don't  like  what  you  see  on  the  display, 
press  EDIT, 

The  upper  portion  of  the  display  will  remain 
unchanged,  but  the  bottom  part  of  the  screen  will 
now  display  your  last  line  entered.  Use  your  edit 
functions  to  move  the  cursor  about  the  line  and 
make  any  necessary  changes.  Hit  enter,  and  ex- 
ecute another  GOTO  command  in  the  immediate 
mode  to  recheck  your  work. 


Fortress  Of  Adnil 

Note:  All  underlined  characters  in  the  program  listing 
should  be  typed  in  graphics  mode.  The  graphics  char- 
acters in  lines  530  and  7507  are  produced  by  typing 
graphic  shifted  6. 

5  GOTO  8100 

10  LET  C=0 

20  LET  Z=0 

30  LET  G=0 

35  LET  T=50 

40  FAST 

50  FOR  N=l  TO  63 

60  PLOT  N,0 

70  PLOT  N,43 

80  NEXT  N 

90  FOR  M=0  TO  43 

100  PLOT  0,M 

110  PLOT  63, M 

120  NEXT  M 

130  FOR  A=l  TO  300 

140  GOSUB  1000 

150  PRINT  AT  X,Y;"H" 

160  NEXT  A 

170  FOR  B=l  TO  20 

180  GOSUB  1000 

190  PRINT  AT  X,Y;"*" 

200  NEXT  B 

202  IF  G=l  THEN  GOTO  2  50 

205  PRINT  AT  21,0;T 

210  SLOW 

220  LET  S=347 

230  GOSUB  1000 

240  PRINT  AT  X,Y; "§" 

250  POKE  PEEK  16396+PEEK  16397*256+8,149 

260  POKE  PEEK  16396+PEEK  16397*256+5,149 

270  POKE  PEEK  16396+PEEK  16397*256+S, 21 

280  IF  INKEY$=""  THEN  GOTO  2  50 

290  LET  P=S 

300  LET  A$=INKEY$ 

310  LET  S=S-(1  AND  A$="5") 

320  LET  S=S+(33  AND  A$="6") 

330  LET  S=S-(33  AND  A$="7") 

340  LET  S=S+(1  AND  A$="8") 

350  IF  A$="9"  THEN  GOSUB  2000 

355  IF  A$<>"5"  AND  A?<>"6"  AND  A$<>"7"  A 

ND  A$<>"8"  AND  A$<>"9"  THEN  GOTO  250 
360  FOR  N=l  TO  2 
370  GOSUB  1000 
380  PRINT  AT  X,Y;;'B" 
3  90  NEXT  N 
400  IF  PEEK  (PEEK  16396+PEEK  16397*256+S 

)=5  THEN  LET  S=P 
410  IF  PEEK  (PEEK  16396+PEEK  16397*256+8 

)=3  THEN  LET  S=P 
420  IF  PEEK  (PEEK  16396+PEEK  16397*256+5 

)=131  THEN  LET  S=P 
430  IF  PEEK  (PEEK  16396+PEEK  16397*256+8 

)"133  THEN  LET  S=P 
440  IF  PEEK  (PEEK  16396+PEEK  16397*256+8 

)=136  THEN  LET  S^P 

July  1983     COMPUTE!     93 


Send  us  your  game  and  THO^ 


.^v?;-^:*' >'■«•'• 


^ 

1 

• 

■ 

1 

1 

Got  a  great  home  computer  game  you've 
programmed?  Working  on  one?  We'd  like  to 
hear  about  it.  Play  it.  And  if  we  like  it,  we 
want  to  help  you  sell  it  to  the  world. 

We're  THORN  EMI  Video,  the  worldwide 
entertainment  I  electronics  company.  One  of 
the  giants  in  home  computer  software.  We 
market  a  full  line  of  computer  games  to  the 
world.  So,  if  your  computer  giame  meets  our 
own  high  standards,  it  means  people  all  over 
the  world  could  be  buying  it,  playing  it. 


fNEMI  will  give  you  the  world. 


Think  you've  got  a  great  computer  game?  Then 
write  us  to  find  out  how  to  submit  r 
your  game  to  THORN  EMI.  I 

Just  think.  The  whole  world  1  I 

could  be  playing  your  computer 
game  soon. 

THORN  EMI,  HOME  COMPUTER 
SOFTWARE  DEVELOPMENT, 
1370  AVENUE  OF  THE  AMERICAS, 
NEW  YORK,  NY  10019. 


THORN  EMI 


VIDEO 


450  IF  PEEK  (PEEK  16396+PEEK  16397*256+3 

)-14i  THEN  LET  T=T+200 
460  IF  PEEK  (PEEK  16396+PEEK  16397*256+5 

)=141  THEN  GOSUB  1000 
465  IF  PEEK  (PEEK  16396+PEEK  16397*256+3 

)=141  THEN  PRINT  AT  X,Yr"$*' 
470  IF  PEEK  (PEEK  16396+PEEK  16397*256+3 

)=151  THEN  LET  T=T+10 
480  IF  PEEK  (PEEK  16396+PEEK  16397*256+3 

)=151  THEN  LET  C=C+1 
485  IF  PEEK  (PEEK  16396+PEEK  16397*256+3 

)=151  THEN  LET  M=l 
490  IF  C=15  THEN  GOTO  170 
500  IF  PEEK  (PEEK  16396+PEEK  16397*256+3 

)=128  THEN  GOTO  7500 
510  POKE  PEEK  16396+PEEK  16397*256+P, 0 
520  LET  T=T-1 

525  IF  T>2000  THEN  GOTO  8500 
530  PRINT  AT  21,0;"^^^^^" 
540  PRINT  AT  21,0;T 
550  IF  T<=0  THEN  GOTO  7000 
560  LET  Z=Z+1 

570  IF  Z=40  THEN  GOSUB  1000 
580  IF  Z=40  AND  RND> , 3  THEN  PRINT  AT  X,Y 

;  "  ?  *' 
590  IF'2-40  THEN  LET  2=0 
600  LET  G==l 
610  GOTO  250 

1000  LET  X=INT(RND*20)+1 
1010  LET  Y=INT(RND*30)+1 
1020  RETURN 

2000  POKE  PEEK16396+PEEK16397*256+P,149 
2002  LET  B=P 

2005  IF  INKEY$="'*  THEN  GOTO  2000 
2010  IF  INKEY$='*9"THEN  GOTO  2000 
2015  LET  B$=INKEY$ 
2020  IF  B$<>*'5"  AND  B$<>"6"  AND  B$<>"7" 

AND  B$<>"8"  THEN  GOTO  2000 
2025  FOR  N=l  TO  5 
2030  LET  B=B-(1  AND  B$="5") 
2040  LET  B=B+(33  AND  B$="6") 
2050  LET  B=B-(33  AND  B$="7") 
2060  LET  B=B+(1  AND  B$="8") 
2065  IF  PEEK  (PEEK  16396+PEEK  16397*256+ 

B)=12B  THEN  GOSUB  4500 
2070  IF  PEEK  (PEEK  16396+PEEK  16397*256+ 

B)=128  THEN  LET  T=T+100 

2075  IF  PEEK  (PEEK  16396+PEEK  16397*256+ 

B)=128  THEN  GOTO  4000 
2080  IF  PEEK  (PEEK  16396+PEEK  16397*256+ 

B)-128  THEN  LET  T-T'3*N 
2090  IF  PEEK  (PEEK  16396+PEEK  16397*256+ 

B)=136  THEN  GOTO  4000 
3000  IF  PEEK  (PEEK  16396+PEEK  16397*256+ 

B)=5  THEN  RETURN 
3010  IF  PEEK  (PEEK  16396+PEEK  16397*256+ 

B)=3  THEN  RETURN 
3020  IF  PEEK  (PEEK  16396+PEEK  16397*256+ 

B)=133  THEN  RETURN 
3030  IF  PEEK  (PEEK  16396+PEEK  16397*256+ 

B)=131  THEN  RETURN 
3040  IF  PEEK  (PEEK  16396+PEEK  16397*256+ 

B)=151  THEN  LET  T=T-5*N 
3050  IF  PEEK  (PEEK  16396+PEEK  16397*256+ 

B)=151  THEN  RETURN 
3060  IF  PEEK  (PEEK  16396+PEEK  16397*256+ 

B)=5  THEN  RETURN 
3080  POKE  PEEK  16396+PEEK  16397*256+8,22 
3085  POKE  PEEK  16396+PEEK  16397*256+8,0 
3090  NEXT  N 


4000 
4005 
4010 
4500 
4505 
4510 
4515 
4520 
4525 
4526 
4527 
4528 
4531 
4532 
4533 
4540 
4541 
4542 
4543 
4545 
4555 

4560 
4570 
4575 

4577 

4580 
4590 
7000 

7010 
7500 

7501 
7502 
7503 

7504 

7505 
7506 

7507 


POKE  PEEK  16396+PEEK  16397*256+8,0 

LET  P=S 

RETURN 

IF  RND>.5  THEN  RETURN 

IF  B$="5"  THEN  GOTO  4525 

IF  B$=:"8"  THEN  GOTO  45  2  7 

IF  B$="6"  THEN  GOTO  4531 

IF  B$="7"  THEN  GOTO  4533 

LET  B$="8" 

GOTO  4540 

LET  B$="5" 

GOTO  4540 

LET  B$="7" 

GOTO  4540 

LET  B?=%" 

FOR  X=l  TO  N 

LET  B=B-{1  AND  B$="5") 

LET  B=B+(33  AND  B$="6") 

LET  B=B-*(33  AND  B$="7") 

LET  B=B+(1  AND  B$="8") 

POKE  PEEK  16396+PEEK  16397*256+8,12 

8 

POKE  PEEK  16396+PEEK  16397*256+8,22 

POKE  PEEK  16396+PEEK  16397*256+8,0 

IF  PEEK  (PEEK  16396+PEEK  16397*256+ 

B)=149  THEN  GOTO  8000 

IF  PEEK  (PEEK  16396+PEEK  16397*256+ 

B)=21  THEN  GOTO  8000 

NEXT  X 

GOTO  8000 

PRINT  AT  21,0;"  YOU  HAVE  USED  ALL  Y 

OUR  POWER  " 

GOTO  8010 

PRINT  AT  21,0;"  YOU  HAVE  BEEN  CAPTU 

RED  BY  ADNIL  " 

IF  T-1000<=0  THEN  GOTO  8010 

PAUSE  200 

PRINT  AT  21,0; 


YOU  HAVE  PAID  RANSO 


M  TO  ADNIL  " 

LET  S=P 

LET  T=T-1000 

PAUSE  200 

PRINT  AT  21,0; "i 


7  508  PRINT  AT  21,0;T 

7509  GOTO  250 

8000  PRINT  AT  21,0; "l5  SPACES} YOU  HAVE  B 

EEN  DESTROYED {4  SPACES}" 
8010  PAUSE  200 

8012  PRINT  AT  20,0; "{32  SPACES}" 
8015  PRINT  AT  20,0; "YOUR  SCORE  :";T 
8020  PRINT  AT  0,0;"  PRESS  ANY  KEY  TO  PLA 

Y  AGAIN {5  SPACES}" 

8030  PRINT  AT  0,0;"  PRESS  ANY  KEY  TO  PLA 

Y  AGAIN  [5  SPACESp 
8040  IF  INKEY$=""  THEN  8020 
8050  CLS 

8060  GOTO  8245 

8100  PRINT" [8  SPACES] THE  FORTRESS 
{2  SPACES}" 

8101  PRINT 

8102  PRINT" {13  SPACES }0F" 

8103  PRINT 

8104  PRINT" {11  SPACES} ADNIL" 
8140  PAUSE  600 

8145  CLS 

8150  PRINT  AT  10,0; "DO  YOU  NEED  INSTRUCT 

IONS?" 
8160  PRINT  AT  12,8; "Y  OR  N" 
8170  IF  INKEY$=""  THEN  GOTO  8170 


96    COMPUTE!     July  1983 


8175  LET  y$=INKEY$ 

8180  CLS 

8190  IF  CODE  Y$=51  THEN  GOTO  8245 

8200  PRINT  "YOU  ARE  ABOUT  TO  ENTER  THE", 
"FORTRESS  OF  ADNIL.  A  POWERFUL" 

8201  PRINT  "MAGICIAN-WARRIOR  IN  THE  KING 
DOM", "OF  ANNEP. " 

8202  PRINT  "YOUR  GOAL  IS  TO  FIND  AS  MUCH 
","0F  THE  TREASURE  (?)  ADNIL  HAS" 

8203  PRINT  "PLACED  IN  HIS  FORTRESS  AS  YO 
U","CAN." 

8204  PRINT  "YOU  MUST  INCREASE  YOUR  ENERG 
Y","BY  COLLECTING  ENERGY  PELLETS  (* 
)" 

8205  PRINT  "WHICH  ARE  SCATTERED  IN  THE", 
"FORTRESS. {2  SPACES) YOUR  POWER  WILL 

ALSO" 

8206  PRINT  "INCREASE  IF  YOU  DEFEAT  THE", 
"NAWS  (■)  ADNIL  USES  AS  GUARDS." 

8207  PRINT  AT  21,0;"  PRESS  ANY  KEY  TO  CO 
NTINUE[7  SPACES}" 

8208  PRINT  AT  21,0;"  PRESS  ANY  KEY  TO  CO 
NTINUEt?  SPACES}" 

8209  IF  INKEY$=""  THEN  8207 

8210  CLS 

8211  PRINT  "BE  CAREFUL. {2  SPACES}lP  ADNI 
L  IS  MORE", "POWERFUL  THAN  YOU,  THEN 

THE  NAWS" 

8212  PRINT  "WILL  DESTROY  YOU." 

8213  PRINT  "IF  YOU  ARE  CAPTURED,  YOU  WXL 
L","HAVE  A  CHANCE  TO  PAY  A  RANSOM" 

8214  PRINT  "FOR  YOUR  RELEASE,  BUT  THE"," 
PRICE  IS  HIGH  AND  ADNIL  MAY" 

8215  PRINT  "NOT  ACCEPT  YOUR  OFFER-" 

8216  PRINT  "YOUR  ONLY  WEAPON  IS  YOUR  LAS 
ER", "SWORD  WHICH  YOU  USE  BY  PRESSIN 
G" 

8217  PRINT  "THE  ""9""  KEY  AND  CHOOSING  T 
HE", "DIRECTION  TO  ATTACK." 

8218  PRINT  AT  21,0;"  PRESS  ANY  KEY  TO  CO 
NTINUEle  SPACES}" 

8219  PRINT  AT  21,0;"  PRESS  ANY  KEY  TO  CO 
NTINUE[6  SPACES}" 

8220  IF  INKEY$=""  THEN  GOTO  8218 

8221  CLS 

8222  PRINT  "TO  MOVE  :" 

8223  PRINT  TAB  5; "LEFT  PRESS  5" 
82  24  PRINT  TAB  5; "DOWN  PRESS  6" 

8225  PRINT  TAB  5; "UP  PRESS  7" 

8226  PRINT  TAB  5; "RIGHT  PRESS  8" 

8227  PRINT  TAB  5; "YOUR  LASER  SWORD  IS  9" 

8228  PRINT 

8229  PRINT  "USE  THE  KEYS  TO  CHOOSE  YOUR" 
, "DIRECTION  OF  ATTACK  WITH  YOUR" 

8230  PRINT  "LASER  SWORD." 

8231  PRINT  "YOU  WILL  START  WITH  AN  ENERG 
Y", "LEVEL  OF  50  UNITS. {2  SPACES ) EAC 
H  MOVE" 

8232  PRINT  "WILL  COST  1  UNIT  AND  USE","0 
F  THE  LASER  COSTS  MORE." 

8233  PRINT  "CAPTURE  THE  TREASURE  ($)  AND 
","GAIN  ENERGY  (*)  BY  MOVING  TO" 

8234  PRINT  "THOSE  SPACES." 

S235  PRINT  AT  21,0;"  PRESS  ANY  KEY  TO  CO 
NTINUEle  spaces)" 

8236  PRINT  AT  21,0;"  PRESS  ANY  KEY  TO  CO 
NTINUEle  spaces)" 

8237  IF  INKEY$=""  THEN  GOTO  8235 

8238  CLS 

8239  PRINT  "IF  YOU  ARE  TRAPPED  IN  THE  MA 


ZE","YOU  MAY  USE  YOUR  LASER  SWORD" 

8240  PRINT  "TO  BLAST  THROUGH  THE  WALL." 

8241  PRINT  AT  10,0; "GOOD  LUCK... YOU  WILL 

NEED  IT." 

8242  PRINT  AT  21,3; "PRESS  ANY  KEY  WHEN  R 
EADY" 

8243  PRINT  AT  21, 3; "PRESS  ANY  KEY  WHEN  R 
EADY" 

8244  IF  INKEY$^""THEN  GOTO  8242 

8245  CLS 

8246  PRINT  AT  10,0; "THE  SCREEN  WILL  BE  B 
LANK  FOR" 

8247  PRINT  "ABOUT  15  SECONDS  WHILE  YOU  A 
RE  1 2  SPACES} TRANSPORTED  TO  THE  FORT 
RESS  OF" 

8248  PRINT  "{13  SPACES } ADNIL" 

8249  PAUSE  400 

8250  CLS 

8251  GOTO  10 

8500  CLS 

8501  PRINT  AT  10,0; "YOU  HAVE  DEFEATED  AD 
NIL" 

8502  PRINT  AT  12,5; "YOUR  SCORE  :":T 

8503  GOTO  8010 

9990  REM  SAVE 

9991  PRINT  AT  10,5;"  START  TAPE  " 

9992  PAUSE  200 

9993  POKE  16437,255 

9994  CLS 

9995  SAVE  "ADNIL" 

9996  GOTO  5 

9999  PRINT"LENGTH  OF  PROGRAM  ";PEEK  1639 
6+256*PEEK  16397-16583  O 


COMPUTER  /BASF 
-DPS 


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July  1963    COMPUTE!     97 


TECHNIQUES  FOR  WRITING 
YOUR  OWN  ADVENTURE  GAME 


Charles  Perkins 


Adventure  gmnes  are  as  ititriguing  to  write  as  they  are 
to  play.  Here  are  a  feio  techniques  to  help  you  create  an 
intricate  drama  zoithout  running  out  of  memory.  These 
suggestions  are  useful  for  any  computer,  but  the  specific 
examples  concern  Commodore  computers. 


Remember^  you  have  other  tools  at  your  disposal 
beside  standard  PEEKs,  POKEs,  and  IF...THENs 
when  programming  games.  One-byte  pointers 
and  ragged  tables,  for  example,  can  sometimes 
come  in  handy  as  techniques  to  save  memory  and 
help  with  complicated  game  logic. 

Using  these  techniques,  I  developed  an  ad- 
venture game  entirely  in  BASIC  for  my  8K  Com- 
modore PET  2001  (actually  7167  bytes  of  free 
memory).  It  includes  an  adventure  with  48  rooms, 
576  vocabulary  words,  12  objects  (trolls,  witches, 
etc.),  and  many  descriptors  and  interactive  re- 
sponses. The  game  is  table  driven,  and  the  entire 
adventure,  including  vocabulary,  is  stored  as  data. 
Many  different  adventures  can  be  developed  using 
this  same  program  without  change. 

Computer  game  programs  often  use  numbers 
which  do  not  exceed  the  range  of  0  to  255.  Array 
indices  and  loop  variables  are  common  examples. 
The  typical  personal  computer  running  BASIC 
does  not  permit  one-byte  variables  (value  range 
0-255).  A  variable  (either  floating  point  or  integer) 
on  my  PET  is  always  seven  bytes  long.  If  your 
game  program  needs  a  good  amount  of  memory 
and  you  store  lots  of  variables  with  values  in  the 
range  of  0-255,  then  this  unneeded  overhead  is  a 
problem. 

BASIC  (which  causes  the  problem)  also  offers 
a  solution.  String  manipulation  functions  permit 
the  program  to  address  a  single  character,  and  a 
character  is  stored  in  a  single  byte  (plus  some 
overhead  which  will  be  discussed  later).  With 
these  string  manipulation  functions  and  simple 
algorithms  to  convert  characters  to  numbers  and 
vice  versa,  it  is  possible  to  efficiently  store  numbers 
in  one  byte. 

This  approach  is  particularly  useful  when  a 
game  program  makes  extensive  use  of  pointers. 

98     COMPUTI!     July  1983 


Pointers  are  stored  variables  which  "point"  to 
specific  pieces  of  data  (i.e<,  the  indices  of  a  table 
entry).  The  approach  is  easily  extended  to  the 
creation  and  use  of  "ragged"  tables.  A  ragged 
table  is  one  in  which  the  number  of  columns  varies 
with  each  row. 

One-Byte  Pointers 

In  its  simplest  form,  a  one-byte  pointer  is  a  value 
between  0  and  255  stored  as  a  corresponding 
character  in  a  string  variable.  Given  the  character 
(C$),  its  value  (C)  is  determined  by  the  equation 
C  =  ASC(C$).  Given  the  value,  the  appropriate 
character  is  determined  by  the  function 
C$  =  CHRS(C).  Storing  individual  characters  as 
individual  strings  is  not  efficient  (it  uses  up  eight 
bytes  in  the  PET),  so  multiple  variables  must  be 
stored  together  in  a  string  (the  overhead  is  con- 
stant, and  each  character  adds  only  one  additional 
byte  of  memory).  To  retrieve  the  Nth  character 
from  the  storage  string  (A$),  the  equation  is 
C$  =  MID$(A$,N,1).  To  store  a  new  value  in  the 
string  is  a  bit  more  trouble,  but  it's  still  just  string 
manipulation. 

Storing  The  Variables 

The  simple  code  number  approach  described 
above  works  if  the  one-byte  variables  are  always 
kept  internally  in  the  computer.  If  you  want  to 
store  the  variables  on  tape  or  examine  them  on 
the  screen,  a  problem  arises:  the  internal  character 
codes  include  special  characters  which  cannot  be 
saved  or  printed.  In  fact,  only  128  characters 
(seven  bits)  can  be  saved  or  printed,  and  one  of 
these  (the  quote  mark)  has  special  meaning  to  the 
PET  and  cannot  be  used.  The  usable  character  set 
in  the  PET  has  code  numbers  between  32  and  95 
and  between  160  and  223.  The  quote  mark  is 
character  34. 

In  my  adventure  game  application,  the  stor- 
age strings  are  input  from  tape  as  data.  I  also  chose 
to  reserve  seven  characters  as  special  flags  and  to 
eliminate  the  quote  mark  from  the  allowed  char- 
acter set  for  positive  numbers.  As  a  result,  I  was 
forced  to  use  slightly  more  complex  encoding  and 


Educational  Software  With  A  Competitive  Edge 


Pre-School 

Sammy  The  Sea  Serpent  - .  (C)  $13,  (D)  $19 
Oswald  and  the 

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Pre-Sctiool  I.Q.  Buttder .  .  .  .  (C)  $13,  (D)  $24 

Hodge  Podge  (D) S16 

My  First  Alphabet  {D)  ... .526 

Ten  Little  Robots (C)  $13,  (D)  $15 

Basic  Math  (  +  ,-/ 7}  (D) .....St9 

Basic  Math  (Add,.  Sub.}  or 

Mult.,  Div.)(C) $10 

Alien  Counter/Face  Flash  (C,  D) $26 

Jar Game^Chaos (CD)  .... ... $26 

Pre^School  Fun  (Color,  Shape,  etc)  (C}  $16 
Hickory  Dickory^' 

Baa  Baa  Black  Sheep  (C) , . , .  $25 

Humpty  Dumpty/Jack  and  Jill  (C) $25 

Counters  {CD}.,.... .$19 

Pacemaker  (0) .$23 

I'm  Different  (D) .  .$19 

Math 

Monkey  up  a  Tree  (C  D} $19 

Video  Math  Flash  Cards  (CD) $13 

Malh-Tic-Tac-Toe{C,  D) $13 

Calculus  Demon  (CD) $19 

Cubbyholes (C,  D) ,$19 

Metric  and  Problem  Solving  (D) $26 

AlQicalc(CD)  ...$19 

Polycalc{C  D) , $19 

Counters  (Ages  3^)  (C  D) $26 

Basic  Math  (Add..  Sub.)  (C) $10 

Basic  Mach  (Mult,,  Div.)  (C) $10 

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Ten  Little  Robots (C)$13,{D)$15 

Compumath-Fractions.  . .  .(C)$23,  (D)$29 

Compumalh-Decimals (C)  $23,  {D)  $29 

Alien  Numbers  (CD) .$23 

Math  Pak  1  (C.  D) ....$23 

Alien  Counter/Face  Flash  {CD) $26 

Golf  Ciassic/Compubar  (Angles) {C  D) $26 
JarGames/Chaos  (Ages  6-10)  {C,  D). .  .S26 
Gulp  and  Arrow  Graphics  (7-12)  (C  D)  .$26 
Battling  Bugs/Concen)rat(on(C  D).  .,$26 
Addition  With  Caffying  ,  ,  .(C)$13.(D)$19 

Cash  Register ..AC)  $13,  (D)  $19 

Number  Series  ....  . . . . .  .(C)$13,{D)$19 

Quantitative  Comparisons  {€)  $15,  (D)  $19 

Sky  Rescue , .  .(C)  $15,  {D)  $19 

Big  Matfi  Attack (C)  $17,  (D)  $22 

Math  Facts  Level  II 

Grade  1-3 (C)$13.(D)$15 

Com'putation/ 

Concentration . (C)$13,(D)$15 

Ship's  Ahoy  (D) ...$20 

The  Market  Place  (D) $26 


ATARI 


Reading  and  Language  Arts 


Hey  Diddle  Diddle $20 

Letlerman  (C,  D) $19 

My  First  Alphabet  (D} ,$26 

Wordmaker(C,  D) $19 

Spelling  Genie  (C,  0)  . .. $19 

Word  Search  Generator  (D) ...$19 

Compuread (C)$17,(D)$23 

Astroquotes (C)  $13,  (D)  $19 

Memory  Builder! 

Concentration. (C)$13,  (0)$19 

Let's  Spell  (C) $13 

Spelling  Builder  ... .  .{C)  $16.  (D)  $20 

Do-lt'Yourself  Spelling  (C) $16 

S.A.T  College  Board  Prep.(C) $89 

Story  Builder/ 

Word  Master (C)  $13.  {D}  $19 

What's  Different  ,,. .{C)$13.(D)$19 

Analogies  .............  .(C)$13,(D)$19 

Prefixes  (D) $26 


Vocabulary  Bunder  1    (C)$13,(D)$19 

Vocabulary  Builder  2   (C)$13,(D)$19 

Mini-Crosswords   (C)$13,(D)$19 

Word  Scramble  Grades  1-4  (C) .$13 

Fishing  For  Homonyms  (C)  $13 

Hidden  Words 4  Levels {€) .$16 

Snooper  Troops  #1  (D) .$32 

Snooper  Troops  #2  (D) $32 

Story  Machine (D)  . $23 

Word  Race  (D)   $17 

Claim  to  Fame/Sports  Derby ...  .$15 

Crossword  Magic  (D). .............  .$34 

Alphabet  Arcade (C)  $15,  (D)  $19 

Funbunch (D) 

Elem $25 

Intermediate $25 

High  School  (SAT) .$25 

Time  Bomb  ........... .  .(G)$13,  (0)  $19 

Snake-0-Nyms . , $25 

Skywriter  &  Pop'r  Spell $25 


Music 

Rhyme  &  Pitch .$26 

Player  Prano(C,  D) .$19 

Keyboard  Organ {C  D) .$19 

Musicat  Computer— Music  Tutor  (D) .  ,$13 

Music  1— Terms  and  Notation  {D) $26 

Advanced  Music  System  (D) . $25 

Music  Composer (CT) $25 

JerryWhite's  Music  Lessons  (C)  ....  .$20 
Magic  Melody  Box $14 

Telling  Time 

Hickory  Dickory{C,  D) $13 

Social  Studies  and  Geography 

Earth  Science  (D) $26 

Flags  ot  Europe (D) - . .  -  ■  $19 

Presidents  of  the  U.S.  (CD)..., $13 

Astro  Word  Search (C)$13,(D)$19 

States  and  Capitals  {C) $12 

European  Countries  &  Capitals  (C)  ...  $12 
Computer  Stocks  and 

Bonds (C)$12.{D)$1S 

Elementary  Biology  (D) . . . , S26 

Frogmaster{D) $19 

Starware{D) -  .$19 

Mapware(D). .......$19 

British  Heritage  Jigsaw 

Puzzles •• .,.$22 

European  Scene  Jigsaw  Puzzles  (0)  .  .$22 
Geography  (D) $26 

Programming  Techniques 

Pttot  {Cons,  or  Educator)  . . (C)  $59,  (D) $99 

Invitation  to  Prog,  #2  (C) $22 

Invitation  to  Prog.  #3  (G) $22 

Tricky  Tutorials— Santa  Cruz 
TT  i*l  Display  Lists  (CD)  .........  $17 

TT  #2  Horiz/Vert,  Scrolling  (C  D)  . .  .$17 

TT  #3  Page  Flipping  {CD) $17 

TT  #4  Basics  of  Animation  (CD)  .  ..$17 
TT  #5  Player  Missile  Graphics  (C  0)  $24 

TT  m  Sound  of  Music  (CD) .$24 

TT  #7  DOS  Utilities  (0) $24 

Pages......... ...^. $20 

The  Next  Step .$27 

Typing 

Master  Type  (D)  . $27 

Touch  Typing  (C) .$19 

Type  Attack  (CD) $26 

Foreign  Languages 

Atari  Conversational  Languages 

French.  Spanish,  German,  Italian  (C)  $45 

Astro  Word  Search  (Specify 

Spanish  or  French) {C)$13,(D)$19 


***  BOOKS  *** 

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PROGRAMMERS  REF.  GUIDE  (VIC) .$14 

ELEMENTARY  COMMODORE .$14 

COMPUTERS  FOR  PEOPLE   . . .  , , $8 

GAMES  FORTHE  ATARI $  8 

DE  RE  ATARI  $19 

ADVENTURE  HINT  BOOKS . .  .$  8 

6502  ASSEM.  LG.  PROG $16 

SOME  COMMON  BASIC  BASIC  PROGRAMS $14 

YOUR  ATARI  COMPUTER   $16 

ATARI  ASSEMBLER  -  INMAN .$12 

ATARI  GAMES  AND  RECREATION $14 

ATARI  PILOT  FOR  BEGINNERS    ..... $12 

VISICALC  BOOK  —  ATARI  EDITION $14 

ATARI  BASIC  —  R.  L.  ALBRECHT  .... $  8 

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Prd*School 

The  Sky  9s  Falling  (CT) .$23 

Mole  Attack  (CT)  ... ...........  $23 

Home  Babysitter .$23 

Pacemaker  64 , $23 

Kindercomp  64 $20 

Math 

Sky  Math  (C). .$12 

Space  Division $12 

Bingo  Speed  Math  (CT) $23 

Number  Crunch  (CT) $27 

Number  Chaser $l  7 

Number  Gulper $17 


Music 

VIC  Music  Composer  (CT) .$29 

HESSynthesound(CT) $49 

Language  Arts 

Super  Hangman  (C) .$14 

Simon/Hess  (C) $13 

Concentration (C)  .  ..  . .$13 

Home  Babysitting .$23 

Hey  Diddle  Diddle 64 $20 

Social  Studies/Science 

Visible  Solar  System $23 

Reaganomics  (CT) $27 


Programming  Techniques 

Introto  Basic  Prog,  I  . , $22 

Intro  to  Basic  Prog.  II $22 

Programmers  aid  Cart. .$45 

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Nevada  89109 
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In  Your  Life 


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COMMODORE  64  $389 

COMMODORE  64 $389 

1530DATTASETTE $  59 

1541  DISK  DRIVE  $329 

1525  GRAPHIC  PRINTER      $329 
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COMINODORE  64 
SOFTWARE 

Avalon  Hill  Game  Company 

B- 1  Nuclear  Bomber  (C) $12 

Midway  Campaign  (C) S12 

North  Atlantic 

Convoy  Raider  (C)  . . , S12 

Nukewar  {C) $12 

Planet  Miners  (C) $12 

Computer  Stocks  &  Bonds  (C)  St5 
Andromeda  Conquest  (C)  . . . .  $14 
Computer 

Football  Strategy  (C)   $12 

Telengard  (C) $16 


180-701 
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180-704 
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180-713 
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181-721 

181-732 


EPYX/Automated  Simulations 

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Software  (HES) 

HEE-307  6502  Protessjonal 

Dev  System  (C)  - $23 

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HE6-4 1 2  Gridrunner  (Crt) $27 

Infocom 

63E'001  Zork  I  (0) $27 

63E-002  Zork  11  (D) $27 

63E-003  Deadline  (D) S35 

63E-004  Starcross(D) $27 

63E-005  Zork  III  (O) $27 

Sierra  On- Line 

54E-048  Frogger  (D) 523 

Sirius  Software  Co-op! 

70E-036  Blade  of  BlacKpooie  iD)  $27 

70E-037  Type  Attack  (Crt) $27 

70E'043  Repton  (Dj $27 

70E-046  Critical  Mass  (D) $27 

70E-424  Snake  Byte  (Crt) S23 

70E-445  Spider  City  (Crt) S27 

70E-447  Squish  em  (Crt) $23 

70E'448  Final  Orbit  (Crt) $23 

Spinnaker 

SKE-001   Snooper  Troops  «1  (Dj  ......  $30 

SKE*004  Pacemaker  {D) $23 

SKE-006  Kindercomp  (D)  , $20 

SKE-008  Hey  Diddle  Diddle  (D) $20 

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Most  Amazing  Thing  (D) S27 

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SSE-020  Pharoh  S  Curse  (D)   .........  $23 

SSE'31 1   Ft  Apocalypse  (C) $23 

SSE-316  DreltJS  (C)   , ....  $23 

SSE-319  Survivor  (C) $23 

SSE'320  Priafoh's  Curse  (C) $23 

United  Microwave 
Industries  (UMI) 

92E-302  Renaissance  (C)  $27 

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Apple  Panic  (CT) -  ■  ^6 

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Videomania {CT) $36 

Terraguard  (CT) $36 

Thorn  EMI 

River  Rescue  (CT) $29 

VIC  Music  Composer  (CT>  .... -$29 

Mutant  Herd  tCT) $29 

Automated  Simulations 

Rescue  at  Rigel(C)  . ,  , S20 

Ricochet  (C)  , $15 

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Spectravlsion 

Cave  In  (CT)  .  , $27 

Number  Crunch  (CT) $27 

Reaganomics  (CT) $27 


Tronix 

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Swarm  {C) . $20 

Sidewinder  (C) $20 

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HESMon(CT) $29 

Turtle  Graphics  (CT)   $29 

HES  Writer  (CT)  ... .....  .......$29 

Aggressor  (CT) $29 

Shamus(CT) .$29 

Protector  (CT) $33 

Synthesound  (Music  Synthesizer) 

(CT) .....$49 

Skier  (C) .........  .$15 

Mazeof  Mikof(C) ,  .$15 

TankWars(C)-... $15 

VictreH(C) .....$15 

Pinball(C) $!3 

Simon  (C) $13 

Fuel  Pirates  (C)  ,  ..... ,$13 

Pak  Bomber  (C) $13 

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Concentration  (C) .$13 

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decoding  subroutines: 

Giv^en  a  character  C$,  then  the  value  C  is 
computed  by: 

10  C  =  ASC(C$):C  =  C-40  +  (C>159)*64:RETURN 
where  (C>159)=  -1  if  C>159  and  0  if  C=  <159 

Given  a  number  D,  then  the  character  D$  is 

determined  by: 

20  IF  D<56  THEN  D$  =  CHR$(D  +  40):RETURN 
30  DS  =  CHRS(D  +  104):RETURN 

These  routines  yield  a  range  from  -8  to  119  with 
the  quote  mark  at  -6.  The  negative  vakies  v^ere 
used  internally  as  the  special  flags  in  my  adv^enture 
game.  In  these  routines,  an  open  parenthesis  is  a 
zero;  a  close  parenthesis  is  1.  A  shifted  back  arrow 
is  119;  a  blank  is  -8.  The  encoding  and  decoding 
subroutines  may  have  to  be  revised  for  other  com- 
puters, depending  on  the  code  number  schemes 
used. 

Passages  And  Exits 

To  understand  how  one-byte  pointers  can  be  used 
to  save  memory  in  your  game  programs,  consider 
the  simple  adventure  map  in  Figure  1.  You  start 
at  a  crossroad  (state  1).  Movement  to  the  north, 
south,  and  west  places  you  in  a  forest  or  in  houses 
of  various  colors.  There  is  a  secret,  one-way  pas- 
sage from  the  red  house  to  the  blue  house.  Going 
east  from  the  crossroad  puts  you  in  a  cave  from 
which  there  is  no  escape. 

This  adventure  map  can  be  expressed  as  a 
state  table,  as  shown  in  Table  1.  The  rows  of  the 
table  correspond  to  states  (locations)  in  the  map. 
The  columns  correspond  to  the  possible  move- 
ment directions  (in  this  case  north,  south,  east, 
and  west).  If  you  are  in  state  1  (the  crossroad)  and 
wish  to  move  south,  you  end  up  in  state  5  (the 
red  house).  (This  state  transition  is  shown  in  Table 
1.)  A  further  attempt  to  move  south  (while  in  state 
5)  has  no  path  ("no  exit"),  indicated  by  the  zero 
pointer.  All  exits  from  state  4  (the  cave)  put  you 
back  in  state  4.  This  would  appear  as  an  endless 
cave  to  the  person  playing  the  game. 

The  state  table  can  be  programmed  into  the 
adventure  game  using  the  subroutines  described 
above.  The  result  is  shown  in  Table  2.  This  en- 
coded state  table  requires  only  42  bytes  of  memory 
in  the  PET  (including  all  overhead,  as  discussed 
below).  Storing  the  table  as  a  matrix  of  integer 
numbers  would  require  59  bytes  on  the  PET.  While 
the  memory  saved  is  not  dramatic  for  this  small 
example,  when  large  tables  are  used,  the  memory 
saved  can  be  quite  substantial. 

Ragged  Tables 

Suppose  that  we  wish  to  add  descriptions  of  each 
state  to  our  game  program.  These  would  be 
printed  on  the  screen  each  time  a  state  was 
entered.  A  list  for  our  simple  adventure  game 

102     COMPUTll     July  1983 


map  is  shown  in  Table  3. 

These  could  be  stored  in  strings,  but  they 
would  consume  118  bytes  of  memory  (plus  some 
overhead).  Alternatively,  these  descriptions  can 
be  broken  into  phrases  which  are  used  in  various 
combinations  to  make  up  the  descriptions.  These 
phrases  are  shown  in  Table  4.  These  phrases  re- 
quire only  53  bytes  (plus  some  overhead),  but  we 
must  also  define  the  rules  for  combining  phrases 
back  into  descriptions  for  each  state.  Once  again, 
we  use  one-byte  pointers.  These  new  pointers 
can  be  simply  added  to  the  encoded  state  table,  as 
shown  in  Table  5. 

The  procedure  for  creating  a  description  when 
a  state  is  entered  is  shown  graphically  in  Figure  2. 
The  BASIC  code  necessary  to  print  the  description 
of  state  1  is  as  follows: 

40  L  =  LEN(A$(I))     find  length  of  string 

50  FOR  J  =  5  TO  L     skip  first  four  characters  and  scan 

60  C$  =  MID$(ASa)J,l)     select  next  character 

70  GOSUB  10     convert  to  number  C  (see  above) 

80  PRINT  BSiCr  ";     print  phrase  and  blank 

90  NEXT  J 

100  PRINT     end  print  line 

Note  that  the  number  of  characters  in  each  state 
table  entry  shown  in  Table  5  is  different.  It  is  there- 
fore a  "ragged"  table.  It  requires  18  additional 
bytes  to  store  the  pointers  for  all  five  state 
descriptions,  a  net  savings  of  47  bytes  compared 
to  storing  the  full  descriptions  (not  including 
overhead). 

Storage  Methods 

The  techniques  described  above  can  be  applied  to 
computing  problems  other  tiian  games.  The  bigger 
the  pointer  tables  are,  the  more  advantages  one- 
byte  pointers  offer.  However,  the  tradeoff  be- 
tween one-byte  pointers  and  simple  integers  is 
tricky  because  of  the  overhead  required  to  set  up 
strings  or  arrays  of  strings,  and  because  extra 
programming  is  required  to  isolate  and  decode 
the  stored  character. 

The  storage  technique  used  in  my  PET  2001 
(original  ROMs)  requires  seven  bytes  plus  the 
number  of  characters  for  string  variables.  Thus,  a 
single  character  pointer  should  never  be  used. 
When  arrays  are  used,  the  tradeoff  is  dependent 
upon  the  number  of  rows  and  columns  involved. 
For  a  ten  by  ten  tv\^o-dimensional  array,  the  mem- 
ory used  for  a  floating  point  array  is  509  bytes. 
This  is  500  bytes  for  the  numbers  and  nine  bytes 
for  an  array  header  (overhead).  An  integer  array 
requires  209  bytes  (200  bytes  for  the  numbers  and 
nine  bytes  for  the  header). 

Using  the  one-byte  variables  reduces  this 
array  to  a  one-dimensional  array  of  ten  strings. 
Each  string  is  ten  characters  long.  The  total  mem- 
ory requirement  is  137  bytes.  This  is  100  bytes  for 
the  numbers,  seven  bytes  for  the  header,  three 


bytes  for  each  string,  for  a  total  of  37  bytes  over- 
head. As  the  arrays  get  larger,  the  one-byte  ap- 
proach uses  approximately  one-half  the  memory 
required  by  integer  arrays  and  one-fifth  of  the 
memory  required  by  floating  point  arrays.  A  more 
detailed  explanation  of  the  storage  structures  of 
Commodore  computers  can  be  found  in  Progmui- 
mmg  The  PET  (COMPUTE!  Books,  1982). 

The  one-byte  storage  technique  can  be  espe- 
cially useful  when:  memory  is  at  a  premium,  when 
large  tables  of  pointers  are  needed,  and  when 
ragged  tables  provide  a  programming  advantage. 

When  you're  programming  games  into  com- 
puters with  limited  memory  (such  as  the 
unexpanded  VlC-20),  these  techniques  can  be 
very  adv^antageous. 


Table  1:  

Sfofe  Table  For  The  Adventure  Mop 

Movement  Direction 
State    North    South      East      West     ^^     pl/^ 


State 
Transition 


^]T^- 


^       ft 


2  59l)^es    Cf 
0    reqt^red  O 

3  inPI^     e> 

4  to  st(^ 
2    as'   ' 

-45 ^ 


t 


Table  2: l^ooded  Stdle  Table      ^ ^ 


A$(l)=  +  -,* 
A$(2)=(()( 
AS(3)=  +  )  +  + 
AS(4)  ==,,,, 
AS(5)=  )((* 


42  bytes 
required 
in  PET 


Figure  1:  Adventure  Map 


state  3  /  W 

J     Forest      K 


North 


East 


State  4 


State  1 


State  5 


"Rlbf^  3:  state  Descriptions 


state  1  "YOU  ARE  AT  A  CROSSROAD" 
State  2  "YOU  ARE  IN  A  BLUE  HOUSE''  s^  118  bytes 

Stale  3  "YOU  ARE  IN  A  FOREST"         a/  required  plus 

State  4  "YOU  ARE  IN  A  CAVE,  YOU  ARE  LOST'l^  overhead 
States  "YOU  ARE  IN  A  RED  HOUSE    ^ 


4:  Phrase  Table 


B$(l)==   "YOU  ARE" 

B${2)=    "IN  A" 

B$0)-    "AT  A  CROSSROAD'^ 

B$(4).^   "BLUE" 

B${5)^   "RED" 

B$(6)=   "HOUSE" 

B$(7)=   "FOREST" 

B$(8)=   "CAVE," 

B$(9)=   "LOST" 


TrMt^ 


53  bytes 
required 
plus 
overhead 


4./-*!    j '^    w  ;r^-.^v 'u4^ 


Ragged  State  Table  With  Descriptor  Pointers 


A$(l)^ 
A$(2)  = 

A$(3)  = 
A$(4)  = 
A$(5)  = 


pointers 
to  phrase 
table 


18  added  bytes 
for  a  total  of 
60  bytes 
required 
in  PET 


H    »    TK^z-'LC 

Figure  2:  Decoding  Example 

state  Table 

A$(4)  = 

/  t 

8             1               ^9 

(caveO     (you  are)    (lost) 

Pointers  to  B$: 

Printed 
Description: 

1- 
/ 

(you  are) 

/ 

(in  a) 

July  1983    COMPimi    103 


Game  POKEr 
For  VIC  And  64 


Dan  Carmichoel.  Assistant  Editor 


With  tme  touch  of  the  fingerand  the  ''Screoi-plot/'  you 
can  easily  determine  the  screen  locations  of  your  PEEKs 
and  POKEs.  This  can  he  of  great  help  when  designing 
games  or  graphics,  for  the  VIC  and  64, 


When  you're  writing  or  designing  programs,  espe- 
cially games,  that  use  a  lot  of  POKEs  and  PEEKs 
to  the  screen,  one  of  the  most  time-consuming 
tasks  can  be  to  determine  the  screen  locations  of 
those  POKEs  and  PEEKs.  With  the  VIC-20  or  the 
Commodore  64,  you  can  use  the  charts  supplied 
with  either  the  instruction  book  or  the  Program- 
me fs  Reference  Guide,  or  you  can  take  a  guess 
and  do  a  number  of  POKEs  until  you  "hit"  the 
position  you  desire.  But  both  methods  can  be 
time-consuming. 

To  solve  this  problem,  you  can  use  this  useful 
"Screen-plot"  utility  program.  The  program  will, 
with  the  touch  of  one  finger,  move  a  blinking  ball 
("•"-CHR$1 13)  to  any  position  on  the  screen  while 
continuously  displaying  both  the  screen  and  color 
POKE  locations  of  the  blinking  ball. 

This  is  a  machine  language  program  written 
to  run  in  the  cassette  buffer  (but  you  can  use  it 
even  if  you  don't  understand  machine  language). 
It  will  require  only  one  BASIC  statement;  other- 
wise, it  will  leave  your  available  BASIC  pro- 
gramming memory  untouched. 

First,  type  in  the  program.  If  you're  going  to 
use  Screen-plot  in  conjunction  with  the  program 
you  are  currently  working  on,  either  append  the 
screen-plotter  to  it  or  load  your  program  and  then 
type  in  the  screen-plotter  after  it.  The  line  num- 
bers, starting  at  59995,  should  insure  that  it  will 
always  remain  at  the  end  of  your  program. 

After  entering  the  program,  SAVE  it  before 
running.  As  is  true  with  all  machine  language 
programs,  even  a  slight  error  in  the  DATA  state- 
ments can  cause  your  system  to  crash,  forcing 
you  to  turn  off  your  computer  to  recover.  Then 
run  the  program  bv  entering  "RUN  59995",  and 
after  a  pause  of  about  two  seconds,  the  "READY" 

104     COMPUTE!     July  1983 


will  be  displayed.  The  Screen-plot  program  is 
now  POKEd  into  memory  and  ready  to  run. 

To  run  the  Screen-plot  utility,  enter  "RUN 
60000".  If  you  entered  the  program  correctly,  a 
blinking  ball  will  be  displayed  on  your  screen, 
alongHvith  two  numbers  in  the  upper  left-hand 
corner.  The  first  number  is  the  screen  position  of 
the  blinking  ball;  the  second  is  the  color  location. 
As  you  move  the  ball  around  the  screen,  these 
numbers  will  change,  reflecting  the  changes  in 
the  screen  and  color  locations.  ' 

Controlling  The  Prpgram 

Movement  of  the  ball  is  accomplished  via  the  F- 
keys.  The  following  table  shows  which  F-key  con- 
trols which  direction  of  movement. 


F-Key 

Blinking  Ball 
Direction 

F-1 

— ^ 

F-3 

4— 

F-5 

i 

F-7 

t 

Screen-plot  has  a  built-in  safety  feature  that 
prevents  you  from  leaving  the  screen  with  the 
blinking  ball  and  thereby  altering  other  important 
memory  locations  in  your  computer. 

This  utility  program  runs  in  the  cassette  buf- 
fer, so  you  cannot  use  the  cassette  tape  while  this 
program  is  running.  For  you  machine  language 
programmers,  the  screen-plotter  uses  the  zero- 
page  locations  hex  $FB  and  $FC;  so  they  are  un- 
available to  you.  •  .  I 

Also,  because  of  Commodore's  automatic 
scrolling  feature,  the  screen  display  would  scroll 
if  you  were  to  move  the  blinking  ball  to  the  very 
last  position  on  the  screen  (lower  right-hand 
corner).  So  the  program  prevents  you  from 
moving  the  ball  into  this  position.  To  find  the 
screen  and  color  POKE  locations  of  this  position, 
simply  move  the  blinking  ball  to  the  second  to 
last  position  and  add  1. 


$40  Can  Make 

A  Home  Computer 

A  Business  Computer 


If  you  own  a 
VIC-20"  or  Commodore  647 

someday  you  may  consider  getting 
a  more  sopiiisticated  computerfor 
your  business. 

That  could  cost  you  tliousands  of 
dollars.  Or  just  $40.  ($50forPractiCalc64.) 

Forty  dollars  will  buy  a  PractiCalc 
software  program  for  your  VIC-20  and 
suddenly  your  VIC  will  be  able  to  do  many 
business  tasks  that  have  made  Apple® 
and  IBM®  computers  so  popular  in  the 
,„, _^j    business  world. 

.^,  .v.  With  PractiCalc 

4$;||    and  a  VIC,  you  can  devise 
budgets,  and 


MMiXisimMaitiim 


^^r^,.J^^--   make  business 
projections - 
instantly! 


See  what  PractiCalc"can  do  for  you. 

You  can  keep  track  of  expenses, 
investments  and  inventory. 

Maintain  and /nsfanf/ysearc/?*  files 
of  customers. 


Alphabetize  lists,  and  rearrange 
long  rows  of  numbers  -  instantly. 

Even  turn  numbers  into  graphs.* 

PractiCalc  makes  it  practical  to 
play  with  numbers,  in  a 
way  you  never  could 
with  pencil  and  paper. 
Sit  down  at  your  VIC, 
putin  PractiCalc,  and 
tasks  that  would 
normally  take  hours, 
take  minutes. 

PractiCalc.  If  you're 
tired  of  playing  games,  and  want  to  get 
down  to  business. 


COMPUTER  SOFTWARE  ASSOCIATES 


ITM 


PractiCalc 


*Dervotes  features  available  only  on  PractiCalc  64  and  PractiCaic  Plus. 

C^4-  and  \nC-20~  are  trademarl^s  cf  Commodore  Business  Machines.  Inc  DiStributerf  by;  MKJO  SOftWQTS  htematlOnal  hC 

Apple*  13  a  registered  trademark  of  Apple  CompuiefS.  Inc      IBM*  is  a  registered  tradem^ark  of  International  Business  Machines.  Irx:.  50  T@3d  Onve,  Randolph,  MA  02368 


Hints  And  Tips 

After  the  program  has  been  successhiUy  POKEd 
into  memor\'  and  tested,  you  may  delete  lines  59994- 
59999  jYiQ  only  line  necessary  to  support  the  nm- 
ning  of  Screen-plot  is  line  60000.  Also,  the  screen- 
plotter  will  not  clear  the  screen  upon  initialization, 
so  you  may  use  it  successfully  with  whatever  screen 
display  your  program  generates.  To  stop  the  screen- 
plotter,  simply  press  the  STOP  kev. 


BEGINNING  PROGRAMMERS 
If  you're  new  to  computing,  please  read  "How 
To  Type  COMPUTErs  Programs"  and  "A 
Beginner's  Guide  To  Typing  In  Programs." 


Program  1: 

Screen-plot  For  The  Unexpanded  VIC 

59994  FORA=828T092 i : READB ; POKEA, B : NEXT ; EN 

D 

59995  DATA165, 197,166,251,164,252,201,39, 

208,6,224,21,240,2,2  30,2  51,201,47, 
208,6,224,0 

59996  DATA240,2, 198,251,201,55,208,6,192, 

22,240,2,230,252,201,6  3,208,6, 192, 
0,240,2, 198 

59997  DATA2  5  2,166,2  52,164,2  51,2  24,2  2,208, 

7,  19  2,21,208,3,202,198,2  51,24,3  2,2 
40,255,169 

59998  DATA113, 32, 210, 255, 162,0, 160,0,  232, 

208,253,200,192,32,208,248,169,157 
,32,210,255 

59999  DATA169,32,32,210,25  5,96,2  34 

60000  SYS82a:A=PEEK(251)+PEEK(25  2)*2  2i-76a 

0: PRINT" [red} [ HOME } "A;A+30720" 
{BLU}":GOTO60000 

Program  2: 

Screen-plot  For  The  Expanded  (8K  Or  More)  VIC 

59994  FORA=828T092 1 : READB : POKEA, B : NEXT : EN 

D 
5999  5  DATA165, 197 , 166 , 2 51 , 164 , 252 , 201 , 39 , 

208,6,2  24,21,240,2,2  30,2  51,201,47, 

208,6,224,0 

59996  DATA240,2, 198,251,201,55,208,6,192, 

2  2,240,2,2  30,25  2,201,6  3,208,6,192, 
0,240,2,198 

59997  DATA2  52, 166,252,164,251,224,22,208, 

7,192,21,203, 3,202, 198,251,24,32,2 
40,255, 169 

59998  DATA113, 32 , 210 , 255 , 162 , 0 , 160 , 0 , 232 , 

208,2  5  3,200, 192,32,208,248,169,157 

,32,210,255 
5  9999  DATA16  9, 3  2, 3  2, 210,255,96,  234 
60000  SYS828:A=PEEK(25l)+PEEK(252)*22+409 

6:PRINT"IrED}  [HOME]  "A;  A-^33792 '* 

{BLU}":GOTO60000 

Program  3:  Screen^plot  For  The  64 

59994  F0RA=828T092 1 : READB : POKEA, B : NEXT : EN 

D 

59995  DATA165, 197,166,251,164,252,201,4,2 

08,6,224,3  9,240,2,2  30,2  51,201,5,20 
8 

106     COMPUTE!     July  1983 


59996  DATA6 , 224 , 0 , 240 , 2 , 198, 25 1 , 201 , 6 , 208 

,6,19  2,24,240,2,2  30,25  2,201,3,208, 
6 

59997  DATA192,0,240,2,198,252, 166,252,164 

,251,224,24,208,7,192,39,208,3,202 
,198 

59998  DATA25L,24,32,240,255,169,113,32,21 

0,255,  162,0,160,0,232,208,253,200, 
192 

59999  DATA32, 208, 248, 169, 157, 32, 210, 2  55,1 

69,32,32,210,255,96,234 

60000  SYSa28:A=PEEK(251 ) +PEEK ( 2 52 ) *40+102 

4:PRINT" iHOME] "A; A+54272 : GOTO60000 


C-64/VIC  20/PET/CBM  OWNERS 

KUADTUAO  -"  Hop  your  toad  across  5  lanes  ot  traffic,  avo^d  deadly 
snakes,  and  dodge  the  dreaded  toad-eaters,  Cross  a  raging  nver  fjll  of  logs 
turtles,  alligators,  and  park  your  toad  m  the  safety  of  a  harbor.  Each  time  you" 
park  5  toads,  you  enter  a  tougher  level  where  the  action  is  taster  and  the  toad- 
eaters  are  more  numerous.  ROADTOAD  is  written  in  machine  tanguage  and 
uses  high  resolution  graphics.  The  sound  effects  are  excellent  and  you  can  use 
a  joystick  or  the  keyboard  to  control  your  toad 

CASS/5K/VIC  2CMC-64 (Includes  Shipping/Handling)   $19.95 

[CALIF,  RES.  ADD  6%  SALES  TAX] 
UrllUKcl\l  CHASE  -  Help  your  hapless  hen  avoid  hungry  chicken 
hawks,  sneaky  coyotes,  and  fiendish  zompys.  if  your  chicken  gets  into  trouble, 
"hyper-hen  ■  to  a  new  spot  on  the  maze.  If  your  chicken  travels  the  entire  maze! 
you  advance  to  the  next  (evef  where  the  action  ts  faster  and  the  predators  more 
numerous.  Hires  graphics,  great  sounds,  and  machine  language  help  make 
CHICKEN  CHASE  a  hilarious  fun-filled  game  for  the  whole  family 
CASS/5KWiC-20IC.64  ......  .  ,  (Includes  Shipping/Handling)  $19.95 

(CALIF  RES  ADD  6%  SALES  TAX] 

Write  For     IMIBBLeS  &  BITS.  llSie.     Write  For 

FREE  pQ^  Qp3^  eoaa  FREE 

Catalog  orcutt,  ca  eaass  Catafog 


SUPER  DISK 


Floppy  Disk  Drive  For 
VIC -20    &  Commodore  64 


Super  Disk  is  a  Commodore  compatible  disk  drive  design- 
ed to  interface  to  the  various  Commodore  computers  such 
as  the  PET,  VIC-20"  and  the  Commodore  64\  The  disk  drive 
is  compatible  to  the  model  4040,  2031 ,  1540,  and  the  1541 
disk  drives  and  recognizes  programs  generated  on  any  ot 
these  disk  drives.  The  capacities  are  comparable  to  those 
found  on  the  Commodore  drives,  and  Super  Disk' 
recognizes  the  full  instruction  set  of  the  Commodore  drives. 
Super  Disk' offers  RAM  area  within  the  disk  unit,  a  serial  and  an 
IEEE  bus  interface. 

Introductory  Offer. .  .$395.00 


Also  Avarlable: 

Gemini- 10  w/lnterface 

$399.  V3K  RAM 

25. 

CPI  Parallel  Interface 

65.  V8K  RAM 

4S. 

Expancfoport  3  VIC 

25.  VI 6K  RAM 

75. 

Expandoport  6  VIC 

75.  V24K  RAM 

105. 

Expandoport  4  C64 

65.  CIE  (IEEE  for  C64) 

95. 

CATALOG  OF  OTHER  HARDWARE  &  SOFTWARE  AVAILABLE  ON 
REQUEST.  We  accept:  ViSA,  Mastercharge,  and  AE 

Southwest  Micro  Systems,  Inc 

2554  Southwell  •  Dallas,  Texas  75229 
(214)  484-7836 


Trademark  of  Commodore  Int 


^Trademark  of  MSD 


fiM  ^  :i^  lii^ 


^/"l 


By  Parry  Gripp 


e^^'^ore 


^v. 


l/IS  tinTHOII 

DIGITAL  PRODUCTIONS 

Copyright  T983  Isis  Hathor  Digital  Productrons 


Commodore  64  is  a  registered  trademark 
of  Commodore  Business  Machines  Inc. 


mmmS^ 


LASER  STRIKE 

Challenge  the  deadly  astericxl  field,  maneuver  the  caves  of  ice, 

feed  your  lasers  on  the  ripe  solar  pods,  and  bomb  the  enemy 

asteriod  cities.  Behold  the  awesome  graphics  ami  sound  of  LASER 

STRIKE.  Written  in  machine  language  for  the  Commodore  64. 


Visa/MC/Check/Money  Order  accepted 

In  U.K.  If!  U.S. 

Cassette  e20.00  VAT  Included  Cassette    $24.95 

Disk        E25.00  VAT  Included  Disk           $29.9S 

Andrew  Barrow  Isis  Hathor  Digital  Productions 

Royden,  Pericslane  61 84  Verdura  Ave. 

Prestwood,  Gt  Missenden  Goleta,  CA  931 17 


Bucks,  England  H  PI  6  OJD 

02405-3224 

Add  £1  for  postage  and  handling 


In  U.S. 

Cassette    $24.95 

Disk  $29.95 

Isis  Hathor  Digital  Productions 

6184  Verdura  Ave. 

Goleta,  CA  931 17 

(805)  964-6335 

Add  $2.00  postage  and  handling 

California  residents  add  6%  sates  tax 


ROADBLOCK 


Brion  Holness 


There's  a  bit  ofti/pii}^  here,  but  it's  worth  it.  This  game, 
written  entire!}/  in  machine  language,  is  fast  and  flexible. 
You  have  a  choice  of  five  speeds,  up  to  four  f>tayers 
simultaneously,  or  you  can  compete  directly  against  the 
computer.  You  try  to  control  au  ever-growing  lijw  with- 
out runniiig  i}jto  a  boundary,  another  player,  or  your- 
self. For  the  Atari, 


In  COMPUTE!  (August  1981)  there  was  an  action 
game  called  "Blockade/'  written  entirely  in 
BASIC.  The  idea  is  simple.  Each  player  controls  a 
line  which  continually  grows  in  an  enclosed  box. 
The  first  player  who  crashes  into  anything  (himself 
or  herself  included)  loses  a  point.  Players  start 
with  nine  points,  and  when  they  reach  zero  they're 
out  of  the  game. 

The  use  of  BASIC  prevented  the  possibility 
of  allowing  increased  speeds,  multiple  players,  or 
computer  play  options.  I  wrote  this  version  of 
Blockade  -  called  "Roadblock"  in  machine  lan- 
guage to  add  these  options.  If  you  don't  know 
machine  language  you  can  still  type  it  in  and  use 
it;  the  program  contains  all  the  DATA  statements 
required  to  run  the  program  via  a  USR  statement. 

One  of  the  major  stumbling  blocks  1  had  in 
writing  this  program  was  the  use  of  graphics  in 
machine  language.  Fortunately.  Bill  Wilkinson's 
"Insight:  Atari"  article  in  COMPUTE!  (February 
1982)  came  to  my  rescue;  those  familiar  with  his 
article  will  recognize  his  code. 

When  the  main  menu  comes  up,  you  are 
instructed  to  use  the  select,  option,  or  start  button. 
The  option  button  controls  the  speed,  from  1  to  3, 
w^here  1  is  the  slowest  speed.  The  select  button 
co!Ttrols  both  the  number  of  players  (2,  3,  or  4) 
and  the  computer  play  option.  When  the  computer 
plays,  it  always  plays  as  player  number  2  and  is 
included  in  the  total  number  of  pi  a  vers.  Thus,  if 
three  players  are  indicated  and  the  computer  is 
playing,  then  player  numbers  1  and  3  are  the  hu- 
mans, and  player  number  2  is  the  computer. 

108    COMPUTE!    July1983 


BEGINNING  PROGRAMMERS 
If  you're  new  to  computing,  please  read  ''How 
To  Type  COMPUTE!'s  Programs"  and  "A 
Beginner's  Guide  To  Typing  In  Programs," 


Roadblock 

10  FOR  1= 
I , B: NE 

15  A=USR( 
1010  DATA 


1020 
1030 
1040 
1050 
1060 
1070 
1080 
1090 
1  100 
1110 
1  1  20 
1  130 
1  140 

1  150 
i  160 
1  1  70 
1  180 
1  190 
1200 
1210 
1220 
1230 
1240 
1250 
1260 
1270 
1280 
1290 

1300 
1310 
1320 
1330 
1340 
1350 
1360 
1370 
1380 
1390 
1400 


DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 

DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 

DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 


13 
XT 
14 
1 
3 
2 
1 
2 
9 
8 
4 


824  TO  15010:READ  BiPOKE 

I 

788) 

6^83, 

7,21  , 

7,40, 

O  c-  c 

55,  1  , 
.9,8, 
,  12, 
8,0, 


,58, 
,  16, 
:  40, 
,  0,  0 


10 

12,  1 

:29,2 

11.1 


16,2 
0,  7, 
,  112 

9,  24 
2,  1  1 
14,1 
36,  2 
14,1 


0,2, 
21,1 

29^  2 
,0,0 
,  1,7 
37,  6 
,  48, 
11,1 
,  114 
0,  24 
1,11 
01,1 
29,  2 
5  5  i  1 


96,  64 
,0,46 
3,5,4 

,  1 

,0 

4,4 

16,17 

4,13 

,  101  , 

4,  233 

4  ,  1  55 

15,11 

27,  24 

12,11 


6 

1  1! 


15 

238 


4,3 
4,  1 


01 


243 

102 
,  1  1 


115,32,243,244, 225, 242, 244 

32,  1 16,  1  1  1 ,  32, 98,  101  ,  103 
105,  110,  155,32,  32,  32,  32 
32, 82, 111, 193, 228, 32, 66 
108,207, 227, 75, 155, 32, 32 
66,  12 1,3 2,  194,  114,  73,  225 
206,32, 104,79,236,206, 101 
33, 243, 155, 155, 32, 83, 30 
69, 69,  68,  58, 32,  180,  155 
3  2, 8  0,  7  6, 6  5, 8  9,  69,  8  2 
83, 58, 32, 178, 155, 32, 67 
79, 7  7, 80, 85, 84, 69, 82 
3  2, 80, 7  6, 6  5, 8  9, 8  3, 58 
32, 206, 155, 78, 89, 231, 225 
237,229, 160,239,246,229,24 

155, 13, 6  6, 4  0, 4  0, 2  3, 23 
5,43,1,255,0,0,0 
0, 1,255, 169,9, 162,3 
157,33, 54, 202, 16, 250, 174 
11, 54, 202,  189, 5, 54,  141 
10, 54, 16  9, 21, 32, 150, 56 
173, 48, 2, 133, 203, 173,4  9 
2,  133, 204,  160, 3,  16  9,71 
145, 203, 160, 6, 152, 145, 203 
169, 3, 160, 3, 32, 195, 56 
169,0, 162, 2, 160, 3, 32 


EXPLORE  A  NEW  DIMENSION  IN  SOFXmRE 


W 


< 


&^J 


\ 


^ 


ftim!' 


INTRODUCING  ACTION!  —  Now  the  fastest  8-bit  language  ^^ 

Another  first  from  OSSl  ACTION!  is  a  brand  new  language  designed  to  run  on  6502-based  computers, 
including  Atari,  Apple  II,  and  Commodore  64.  A  powerful,  structured  language,  ACTION!  can  draw  out  a  new, 
higher  dimension  of  performance  from  these  machines,  with  speeds  never  seen  before.  ACTION!  combines  some  ■ 
the  best  features  of  such  languages  as  Pascal,  C,  and  Algol,  and  offers  speeds  over  100  times  faster  than  BASIC  interpreters. 

ACTION!  is  ideal  for  games,  music  processing,  real-time  control,  and  many  other  applications.  But  if  what  you're  really 
looking  for  is  raw  speed  in  compiled  code,  ACTION!  is  just  for  you.  There's  more  .  .  ,  ACTION!  comes  with  a  128-column  screen 
editor  which  rivals  word  processing  programs,  as  well  as  a  monitor  mode  which  allows  you  to  choose  between  on-line  activities. 
ACTIONl's  unique  one-pass  compiler  will  accept  code  from  memory,  disk,  or  cassette,  and  ACTION!  has  the  ability  to  include 
source  library  files. 

ACTION!  is  provided  in  cartridge  form  only.  Introductory  price  for  ATARI  Version  $99.00 

Call  or  write  for  availability  of  Apple  II  and  Commodore  64  Versions. 


A  Strong  Software  Family 

Other  mafor  systems  software  products  from  OSS  include: 


BASIC  A  + 

C/65 

MAC/65 

BUG/65 


the  only  logical  upgrade  to  Atari  BASIC  with  extra 
features  for  games  and  business  programs..,. S80. 00 

the  first  native  mode  "small  c"  compiler  for  Atari 
and  Apple  computers....SB0.00 

the    finest    and    fastest    complete    6502    macro 
assembler/editor  package  you  can  buy..,,S80.00 

a  powerful,  self-relocatable  debugger.  FREE  with 
MAC/65....S34.95 


And  More,,, 

OS/A  +  ,  the  first  and  finest  operating  system  for  BOTH  Atari  and  Apple  II 
computers,  is  NOW  included  FREE  as  a  part  of  every  OSS  systems  software 
package,  OS/A-f  features  a  keyboard-driven,  easy-to-use  command  processor, 
several  simple  resident  commands,  and  logical  and  readable  requests  for  even  the 
most  sophisticated  utility  commands.  Versions  of  OS/A+  for  some  higher 
capacity  drives  are  available  at  extra  cost. 

NOTE:     Unless  otherwise  noted,  all  OSS  products  require  48K  and  at  least 
one  disk  drive. 
ASK  YOUR  DEALER,  or  call  or  write  for  our  brochure. 

ATARI,  APPLE  II,  and  TINY  C  are  iradtmjrks  of  Atari,  titc,  Apple  Computer,  Inc.,  and 
Tiny  C  Associates,  respectively.  MAC/65,  C/65,  BASIC  A  +  ,  BUG/65,  and  OS/A+  are 
trademarks  of  Optimized  Systems  Software,  Inc. 


m 


Optimized  Systems  Software,  Inc.   10379  Lansdale  Avenue  •  Cupertino  •  California  •  95014  •  (408)  446-3099 


1410 

DATA 

1420 

DATA 

1430 

DATA 

1440 

DATA 

1450 

DATA 

14&0 

DATA 

1470 

DATA 

1480 

DATA 

1490 

DATA 

1500 

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DATA 

1550 

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1560 

DATA 

1S70 

DATA 

1580 

DATA 

1590 

DATA 

1600 

DATA 

1610 

DATA 

1620 

DATA 

1630 

DATA 

1640 

DATA 

1650 

DATA 

1660 

DATA 

1670 

DATA 

1680 

DATA 

1690 

DATA 

1700 

DATA 

17  10 

DATA 

1720 

DATA 

1730 

DATA 

17  40 

DATA 

17  50 

DATA 

1760 

DATA 

1770 

DATA 

1780 

DATA 

17  90 

DATA 

18  00 

DATA 

18  10 

DATA 

1820 

DATA 

1830 

DATA 

1S40 

DATA 

1850 

DATA 

1860 

DATA 

1870 

DATA 

1880 

DATA 

1B90 

DATA 

1900 

DATA 

1910 

DATA 

1920 

DATA 

1930 

DATA 

1940 

DATA 

1950 

DATA 

1960 

DATA 

1970 

DATA 

1980 

DATA 

1990 

DATA 

2000 

DATA 

2010 

DATA 

2020 

DATA 

2030 

DATA 

2040 

DATA 

2050 

DATA 

2060 

DATA 

2070 

DATA 

2080 

DATA 

2090 

DATA 

2100 

DATA 

21  10 

DATA 

2120 

DATA 

2130 

DATA 

2140 

DATA 

2150 

DATA 

2160 

DATA 

232, 56, 169, 0, 16  2, 2, 160 
46, 32, 23, 57, 169,0, 162 
79, 160, 46, 32, 23, 57, 169 
0, 162, 79, 160, 3, 32, 23 
57, 169, 0, 162, 2, 160, 3 
32,23, 57, 162, 15, 189, 204 
54,  157,  13, 54, 202,  16, 247 
32, 81, 57, 166, 205, 208, 82 
134,206, 174, 31, 208, 224, 7 
240,3, 76, 1 1,58, 17  4, 10 
54, 32, 53, 57, 166, 207, 240 
60, 174, 4, 54, 172, 4, 54 

20  2, 189, 33, 54, 208,39, 136 
192, 1, 208, 34, 32, 81, 57 
169, 2, 133, 87, 162, 6, 160 

1, 169, 0, 32, 225, 56, 169 
194, 160, 54, 32, 199, 56, 173 
31, 208, 205, 31, 208, 2 40, 248 
76, 11, 58, 224, 0, 208, 207 
134, 207, 76, 24  0, 54, 166, 20  5 
189, 33, 54, 2  0  8, 3, 76, 133 
56, 166, 205, 189, 120, 2, 168 
166,205, 192, 14, 208, 10, 169 
255, 157, 25, 54, 169, 0, 157 
21,54,192,7,208, 10, 169 
1 , 157, 21 , 54, 169, 0, 157 
25, 54, 192, 11, 208, 10, 169 
255, 157, 2  1, 54, 169, 0, 157 
25, 54, 192, 13, 208, 10, 169 
1,157, 25, 54, 169,0, 157 
21, 54, 24,  189,  13, 54,  125 

21  , 54,  157,  13, 5  4,  24,  189 
17, 54, 125, 25, 54, 157, 17 
54,  168,  109,  13, 54,  170,  169 
0, 32, 1 , 57, 201 , 0, 240 

99, 166, 205, 224, 1, 208, 85 
173, 50, 54, 240, 80, 230, 20  6 
165, 206, 2  01, 3, 240, 72, 20  1 
2, 24  0, 19, 173, 10,210,41 
1, 174, 26, 54,208, 3, 24 
10S, 2, 141 , 51 ,54, 76, 61 
56, 173, SI, 54, 73, 1, 170 
188, 52, 54, 173, 2  6, 54, 240 
16, 20  1 , 1 , 208, 6, 206, 18 
54, 76, 178, 55, 238, 18,54 
76, 178, 55, 173, 22, 54, 201 
1 , 208, 6, 206, 14, 54, 7  6 
178, 55, 238, 14, 54, 76, 178 
55, 166, 205, 32, 129, 57, 76 
133, 56, 166, 205, 189, 29, 54 
32,  195, 56,  188,  17, 54,  189 
13, 54, 170, 169^0, 32, 232 
56, 166,205,232, 138,56,237 
4, 54, 48 , 2, 162, 0, 134 
205, 76, 76, 55, 72, 162, 96 
169, 12, 157, 66, 3, 32, 86 
223,162,96,  169, 3,  157, 66 
3,  169,  1 ,  157, 68, 3,  169 
54, 157, 69, 3, 104, 15  7, 75 
3,41, 240,  73,  16, 9,  12 
157, 74, 3, 32, 86, 228, 96 
141, 0,54, 96, 162, 96, 157 
68, 3, 152, 157, 6  9, 3, 169 
255, 157, 72,3, 157, 73,3 
169, 9, 157, 66, 3, 32, 86 
228, 96, 134, 85, 133, 86, 132 
84, 96, 32, 225, 56, 162, 96 
169, 11, 157, 66, 3, 169, 0 
157,72,3, 157,73,3, 17  3 
0, 54,32, 8  6, 2  28, 96, 32 
2  25, 56, 162,96, 169, 7, 157 
66,5, 169, 0, 157, 72, 3 
157, 73, 3, 32, 86, 228, 96 
32, 225, 56, 173,0, 54, 141 
251, 2, 162, 96, 169, 17, 157 
66, 3, 169, 12, 157, 74, 3 


21  70 

DATA 

2180 

DATA 

2190 

DATA 

2200 

DATA 

2210 

DATA 

2220 

DATA 

2230 

DATA 

2240 

DATA 

2250 

DATA 

2260 

DATA 

2270 

DATA 

2280 

DATA 

2290 

DATA 

2300 

DATA 

2310 

DATA 

2320 

DATA 

2330 

DATA 

2340 

DATA 

2350 

DATA 

2360 

DATA 

2370 

DATA 

2380 

DATA 

2390 

DATA 

2400 

DATA 

2410 

DATA 

2420 

DATA 

2430 

DATA 

2440 

DATA 

2450 

DATA 

2460 

DATA 

2470 

DATA 

2480 

DATA 

2490 

DATA 

2500 

DATA 

2510 

DATA 

2520 

DATA 

2530 

DATA 

2540 

DATA 

2550 

DATA 

2560 

DATA 

2570 

DATA 

2580 

DATA 

2590 

DATA 

2600 

DATA 

26  10 

DATA 

2620 

DATA 

2630 

DATA 

2640 

DATA 

2650 

DATA 

2660 

DATA 

2670 

DATA 

2680 

DATA 

2690 

DATA 

2700 

DATA 

169, 0, 157, 75, 3, 32, 86 
228, 96, 224, 255, 240, 5, 16  0 

168,  140,  1,210,  160,  2  55,  142 
0,210, 136, 208, 253, 202, 208 
245,  162,  255,  16  0, 0,  140,  1 
210,96, 162, 0, 142, 45, 54 
169, 2, 133, 87, 174, 45, 54 
24,  189, 33,  54,  125, 46, 54 
32, 195, 56, 189, 41, 54, 170 
160,0, 152, 32, 23  2, 56, 238 
45, 54, 174, 45, 54, 236, 4 

54, 20  8, 222, 169, 5, 13  3, 87 
96,  166,  205,  189, 37, 54,  141 
2,2  10, 16  9, 104, 14  1,3, 210 
189, 196, 2, 72, 169, 54, 157 
196, 2, 162, 255, 32, 53, 57 

205, 104, 157, 196,2, 162, 255 
32, 53, 57, 166, 205, 22  2, 33 
54,  169,0,  141  ,  3,210,  169 
1, 133, 207, 96, 169, 150, 160 
54, 32, 199, 56, 96, 169, 18 
32,  150, 56,  169,  32,  14  1 ,  12 
54, 169, 194, 141, 200, 2, 169 
0, 170, 160, 4, 32, 225, 56 

169,  115,  160, 54, 32,  199,  56 
32, 188, 57, 169, 131, 160, 54 
32, 199, 56, 162, 176, 32, 53 

57. 173. 196.2.72. 162. 1 
189, 19  6,2, 157, 19  5,2,232 
224, 4, 208, 245, 104, 141, 199 
2, 206, 12, 54, 208, 225, 24 
173, 11, 54, 105, 176, 141, 159 
54, 173, 4, 54, 105, 176, 141 
171 ,54, 174,50, 54, 189, 192 
54,  105,  128,  141,  190, 54,  169 
2, 32, 150, 56, 162, 0, 169 

0, 168, 32, 225, 56, 169, 56 
160, 54,  32,  199,56,  169,  15  1 
160, 54, 32, 199, 56, 32, 188 
57,  169, 75,  160, 54,  32,  199 
56, 169, 161, 160, 54, 32, 199 
56, 169, 173, 160, 54,3  2, 199 
56, 32, 188, 57, 169, 94, 160 
54, 32, 199, 56, 172, 31, 208 
192, 7, 240, 249, 204, 3  1 , 208 
240, 251, 192, 5, 208, 24. 174 
4, 54, 23  2, 2  24, 5, 208, 10 
162, 2, 173, 50, 54, 73, 1 
141,  50, 54,  142, 4,  54,  76 
11, 58, 192, 3, 208, 16, 174 

11.54.232.224.6. 208. 2 
162, 1 , 142, 1 1 , 54, 76, 1 1 
58, 76, 220, 54 


Maiieiiveniig  around  Uie  roadblocks. 


110     COMPUTE!     July  1983 


pflOGAwnnoM 


Extra  Atari  Enjoyment  NOW 


MOGRMI/TOM 


DEMON 
AHACK 


by  Dave  Johnson  from  imogic 

Marooned  on  the  ice  planet  Krybor.  walcti  ©eri©  creatures 

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It's  a  race  for  the  bucks  as  you  avoid  the  falling  dirt! 

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Paint  landscapes  by  typing  letters  and  spelling  words. 
Non-readers  can  make  pictures  by  touching  any  key. 
Young  readers  are  ctiallenged  to  type  a  whole  word  and 
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JUMPMAN 


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COMPUTE'S 

Author  Guide 


Most  of  the  following  suggestions  serve  tti  impixn-e 
the  speed  and  accuracy  of  publication.  COMPUTE!  is 
primarily  interested  in  new  and  timely  articles  on 
VIC,  Apple,  PET/CBM,  Commodore  64,  Atari,  Timex/ 
Sinclair,  T1/99-4A,  and  Radio  Shack  Color  Computer. 
We  are  much  more  concerned  with  the  content  of  an 
article  than  with  its  style.  Above  all,  articles  should  be 
clear  and  well-explained. 

The  guidelines  below,  will  permit  vourgood  ideas 
and  programs  to  be  more  easily  edited  and  published: 

1.  The  upper  left  corner  of  the  first  page  should 
contain  your  name,  address,  telephone  number,  and 
the  date  of  submission. 

2.  The  following  information  should  appear  in  the 
upper  right  corner  of  the  first  page.  If  your  article  is 
specifically  directed  to  one  make  of  computer,  please 
state  the  brand  name  and,  if  applicable,  the  BASIC  or 
ROM  or  DOS  version(s)  involved.  In  addition,  please 
iiuiientc  the  njeiiiory  tvquireineuts  of  pw^^rnins. 

3.  The  underlined  title  of  the  article  should  start 
about  2/3  of  the  way  down  the  first  page. 

4.  Following  pages  should  be  typed  normally, 
except  that  in  the  upper  right  corner  there  should  be 
an  abbreviation  of  the  title,  your  last  name,  and  the 
page  number.  For  example:  Memory  Map/Smith/2. 

5.  All  lines  within  the  text  of  the  article  must  be 
double-  or  triple-spaced.  A  one-inch  margin  should  be 
left  at  the  right,  left,  top,  and  bottom  of  each  page.  No 
words  should  be  divided  at  the  ends  of  lines.  And 
please  do  not  justifv.  Leave  the  lines  ragged. 

6.  Standard  typing  paper  should  be  used  (no 
erasable,  onionskin,  or  other  thin  paper)  and  typing 
should  be  on  one  side  of  the  paper  only  (upper-  and 
lowercase). 

7.  S h  ee  ts  s  h  o  u  1  d  be  a  t  ta  ch  e  d  tog  e  I  h  e  r  w  i  t  h  a  p  a  pe  r 
clip.  Staples  should  not  be  used. 

8.  If  you  are  submitting  more  than  one  article, 
send  each  one  in  a  separate  mailer  with  its  own  tape  or 
disk. 

9.  Short  programs  (under  20  lines)  can  easily  be 
included  within  the  text.  Longer  programs  should  be 
separate  listings.  //  is  essentia!  that  we  have  a  copy  of  the 
program,  recorded  Iwiee,  on  a  tape  or  disk.  Please  use  high 
quality  10  or  30  minute  tapes  with  the  program  recorded 
on  both  sides.  The  tape  or  disk  should  be  labeled  with 
the  author's  name,  the  title  of  the  article,  and,  if  appli- 
cable, the  BASIC/ROM/DOS  version(s).  Atari  tapes 
should  specif v  whether  they  are  to  be  LOADed  or 
ENTERed.  We  prefer  to  receive  Apple  programs  on 
disk  rather  than  tape.  On  the  other  hand,  tapes  are 
preferred  for  the  f^adio  Shack  computer.  Tapes  are 
fairly  sturdy,  but  disks  need  to  be  enclosed  within 
plastic  or  cardboard  mailers  (available  at  photography, 
stationery,  or  computer  supply  stores). 

It  is  far  easier  for  others  to  type  in  your  program  if 
you  use  CHRS(X)  values  and  TAB(X)  or  SPC(X)  instead 


of  cursor  manipulations  to  format  vour  output.  For 
five  carriage  returns,  FOR  1  =  1  TO  5:PRINT:NEXT  is 
far  more  "portable"  to  other  computers  with  other 
BASICS  and  also  easier  to  type  in.  And,  instead  of  a 
dozen  right-cursor  symbols,  why  not  simply  use  PRINT 
SPC(12)?  A  quick  check  through  your  program  - 
making  these  substitutions-  would  be  greatly  ap~ 
p  rec  i  a  t  e  d  b  v  y  o  u  r  e  d  i  to  r s  a  n  d  by  v  o  lu'  rea  d  e  r s . 

10.  A  good  general  rule  is  to  spell  out  the  numbers 
zero  through  ten  in  your  article  and  write  higher  num- 
bers as  numerals  (1024).  The  exceptions  to  this  are: 
Figure  5,  Table  3,  TAB(4),  etc.  Within  ordinarv  text, 
how^ever,  the  zero  through  ten  should  appear  as  words, 
not  numbers.  Also,  symbols  and  abbreviations  should 
not  be  used  within  text:  use  "and"  (not  &),  "reference" 
(not  ref.),  "through"  (not  thru). 

11.  For  greater  claritv,  use  all  capitals  when  re- 
ferring to  keys  (RETURN,  TAB,  ESC,  SHIFT),  BASIC 
words  (LIST,  RND,  GOTO),  and  three  languages 
(BASIC,  APL,  PILOT).  Headlines  and  subheads 
should,  however,  be  initial  caps  only,  and  emphasized 
words  are  not  capitalized.  It  you  wish  to  emphasize, 
underline  the  word  and  it  will  be  italicized  during 
typesetting. 

12.  Articles  can  be  of  any  length  -  from  a  single-line 
routine  to  a  multi-issue  series.  The  average  article  is 
about  four  to  eight  double-spaced,  tvped  pages. 

13.  If  you  want  to  include  photographs,  they 
should  be  either  5x7,  black  and  white  glossies  or  color 
slides. 

14.  We  do  not  consider  articles  which  are  submitted 
simultaneously  to  other  publishers.  If  you  wish  to 
send  an  article  to  another  magazine  for  consideration, 
please  do  not  submit  it  to  us. 

15.  COMPUTE!  pays  between  S5U  and  S600  for 
published  articles.  In  general,  the  rate  reflects  the 
length  of  the  article.  Payment  is  made  upon  accept- 
ance of  an  article.  Following  submission  (Editorial 
Department,  COMPUTES  Magazine,  P.O.  Box  5406, 
GreensLxiro,  NC  27403)  it  will  take  from  four  to  eight 
weeks  for  us  to  reply.  If  your  work  is  accepted,  you 
will  be  notified  by  a  letter  which  will  include  a  contract 
for  you  to  sign  and  return.  Rejected  uiaiiitscripts  are  re- 
turned io  authors  who  enclose  an  SA5E. 

16.  If  your  article  is  accepted  and  you  have  since 
made  improvements  to  the  program,  please  submit  an 
entirely  new  tape  or  disk  and  a  new  copy  of  the  article 
reflecting  the  update.  We  cannt^t  easilv  make  revisions 
to  programs  and  articles.  It  is  necessary  that  you  send 
the  revised  version  as  if  it  were  a  new  submission  en- 
tirely,  but  be  sure  to  indicate  that  your  submission  is  a 
revised  version  by  w^riting  ''Revision"  on  tiie  envelope 
and  the  article. 

17.  COMPUTE!  does  not  accept  unsolicited  product 
reviews.  If  you  are  interested  in  serving  on  our  panel  of 
reviewers,  contact  the  Review  Coordinator  for  details. 


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JATARlSAStC-  Uearnmg  by  Using 

I  An  excellent  traok   for  the  beginner.  Many  short  program? 

I  and  learning  exercises.  Alt  irnportant  features  of  the  ATARI 

I  computers   are   ciescribe<l   (screen  drawings,  special  sounds, 

I  keys,  paddles,  joysticks,  specialized  screen  rnutincs,  gr^iphics. 

I  suund   (ipplicijtjcns,   pc«ks,  pokes,  ^nd  spi^clal  stuff  I.  Also 

I  suc}gestion&  are  made  that  challenge  you  to  change  and  write 

I  progfam  routines. 

I  Older  #164  B7.95 

I  Gannss  for  the  ATARI  Computer 

I  This  book  describes  advanced  programming  techniques  lik« 

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I  Contains  many  ready  to  fun  programs  in  BASIC  and  one 

I  called  GUN  FIG  NT  in  machine  language. 

I  Order  #162  S7.B5 


How  to  program  your  ATARI  in  6502  Mac h. Lang. 

ihe  BASiC  programmer  I 
S9.95  I 


Introduction  to  machrne  language  for 

Order  #169 


FORTH  on  the  ATARI  -  Learning  by  Using 

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Order  #170  S7.9S  I 


^  "^  .. 


A  Look  into  the  Future  -  ASTROLOGY 

on  your  ATARI  800, 

How  to  calculate  your  own  horoscope. 

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$9.95 


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Micmcomputflr     Hardwar« 
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A  MUST  for  the  hard- 
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SOFTWARE  IN  MACHINE  LANGUAGE  for  ATARJ  j 
ATM0NA*1  I 

This  is  a  machine  language  monitor  that  provides  you 
with  the  most  important  commands  for  programming 
in  machine-language.  Disassemble,  dump  {hex  and 
ASCIU,  change  memory  location,  block  transfer,  fill 
rrtemory  block,  save  and  load  machine-language  pro- 
grams, sitart  programs.  Printer  option  vta  three 
different  interfaces. 

Order  #7022  cassette  version  SI 9. 95 

Order  #7023  disk  version  S24.95 

Order  #7024  cartrtdga  version  S59,00 

ATMONA-2 

This  is  a  tracer  (debugger)  that  lets  you  explore  the  | 
ATARI  RAM/ROM  area.  You  can  stop  at  previously 
selected  address,  opcode,  or  operand.  Also  very 
valuable  in  understanding  the  microprocessor.  At 
each  stop,  all  registers  of  the  CPU  may  be  changed. 
Includes  ATMONA-1. 

Order#7049  cajsetteversion  849,95 

Order  #7050  disk  version  $54.00 

ATMAS 

Macro-Assembler  for  ATARI-800/48k.  One  of  the 
most  powerful  editor  assemblers  on  the  market. 
Versatile  editor  with  scrolling.  Up  to  17k  of  source- 
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seconds.  Source  code  can  be  saved  on  disk  or  cassette. 
(Includes  ATMONA-1) 

Order  #  7099  disk  version  Sfi9.00 

0  rder  #7999  t:a  rtr  i  dge  versio  n  Si  29 .  00 

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Same    as    ATMAS    but    without    macro-capabflity, 
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I  ATEXT-1 

This   wordprocessor   is  an  e?<cellent   buy   for   your 

I  money.  It  features  screen  oriented  editing,  scrolling, 

I  string  search    (even    nested),  left   and  right  margin 

I  justification.  Over  30  commands.  Text  can  be  saved 

on  disk  or  cassette, 

Order#7210  cassetteversion  829.95 

Order  #7216  disk  version  S34.95 

Order  #7217  cartridge  version  $69.00 

GUNFIGHT 

Tfiisgame  (8k  machine-language)  needs  two  joystieks. 
Animation   and   sound.  Two  cowboys  fight  against 
each  other.  Comes  on  a  bootable  cassette. 
I  Order  #7207  $19.95 


FORTH  for  the  ATARI 


FORTH  from  Elcomp  Publishing,  Inc.  is  an  extended 
Fig -Forth -version.  Editor  and  I/O  package  included. 
Utility  package  includes  decompiler,  sector  copy, Hex- 
dump  (ASCII),  ATARI  Filehandllng,  total  graphic 
and  sound,  joystick  program  and  player  missile. 
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Floatir>g  point  package  with  trigonometric  functions 
(0-900). 

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A  complete  guide  to  customizing  the 
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8K  EPROM/R  AM  8oard 

No.  609  S29.00 

Prototypiing  board  for  the 
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SJot  rspeater  board  for  the  Apple  II  No.  606  849,00 

Onier  !vvs  boaras  and  get  the  uook  free  ! 


Care  and  feeding  of  the  Commodore  PET 
Eight    chapters    exploring    PET    hardware.    Includes 
repair    and    interfacing    information.    Programming 
tricks  and  schematics, 
I  Order  #150  89.96 


ELCOMP  PUBLISHING,  INC 

,  53  Redrock  Lane 

Pomona,  CA  91766 

Phone:(714)623  8314 


ATARI 

VIC-20 

0S( 

SINCLAIR 

TIMEX 


Hardware  -  ADD-ONS  for  ATARI 

[PRINTER  INTERFACE 

I  This  construction  article  comes  with  printed  circuit 
]  board  and  software.  You  can  use  the  EPSON  printer 
I  without  the  ATARI  printer  interface.  (Works  with 
I  gameports3  and  4). 

I  Order  #7211  $19.95 

I  RS-232  Interface  for  your  ATARI  400/800 
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EPROM  BURNER  for  ATARJ  400/800 
I  Works  with  gameports.  No  additional  power  supply 
I  needed.    Comes    compl.    assembled    with    software 
1(2716,2732.2532). 

I  Order  #7042  $179,00 

1  EPROM  BURNER  for  ATAR]  400/800  KIT 
J  Printed  circuit   board   inci.  Software  and  extensive  i 
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I  Order  #7292  849.00 

I  EPROM  BOARD  (CARTRIDGE) 

I  Holds  two  4k  EPROMs  (2532).  EPROMs  not  included. 
I  Order  #7043  829.96 


j  EPROM  BOARD  KIT 

I  Same  as  above  but  bare  board  only  with  description.  | 
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ATARI,  VIC-20,  Sinclair  Timex  and  OSI 


NEW  -  for  your  ATAR  1 400/800 

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I  Books  +  Software  for  VIC-20  {requires  3KRAM  Exp.)  I 
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I  No.  176  Tricks  for  VI  Cs  (book,  115  pages)      $  9.95  | 
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I  Progr.  in  8502  Machine  Language  on  your  PET^-CBMI 

I  2  complete   Editor/ Assemblers  (Source  code  3  hex- 1 

I  dump  +  description  plus  a  powerful  machine  language  I 

I  monitor  (Hexdumpj.  Order-No.  166  $19.95  f 

I  Universal  Experimenter  Board  for  the  VIC-20 

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I  No.  157  1.  Book  of  Ohio        £7.95 
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I  No.  1 59  3,  Book  of  Ohio        S7.95 
I  No.  160  4,  Book  of  Ohio        £7.95 

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I  Order  #154  86.95  | 

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Pi  3,  13"GrMrt  .        1119  00 

Pi  3.  13    Amt>ar  $159  00 

Pi4,9"Amb«r  $139  00 

1400C  r4ColOf  $399  00 


PANASONIC 

jmOOil  32K  Pwm-  Ccmptrtar . . .  $309.00 

MONITORB 

TR  13012-HlR«aGf*M       .$159.00 
CT-1  eo  1 0^  Oua^  Motto  Co4ar ...  1290.00 

DT  DIOOO  10"  RGB $349  00 

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5%     ieOKDi»»iOri*a 

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Monitor    .  , 

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aUBIE 

PC  Kaytoaard (219  00 

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leOO  VIC  Modam  $95.00 

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1701   14"  Co^Or  Monitor .,  .,(389-00 

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tno  VIC  en $43.00 

nil  VIC  t«K  $89.00 

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UMl 

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Time  Bomb 


Doug  Smook 


This  program  is  deccptiveh/  short  -  it  is  easili/  one  of 
the  best  games  we've  ever  seen  for  the  VIC.  You're  in  a 
maze,  larger  than  your  scree)}  will  sliozo.  You  nmst 
move  through  it,  trying  to  defuse  a  ticking  l)omb  hiddejt 
somewJiere  at  the  top  of  the  puzzle.  As  you  uwve,  tlie 
screen  will  move,  but  you  must  learn  from  your  mistakes 
or  the  ticking  will  grow  uwre  shrill  until  all  is  lost.  For 
the  unexpaiided  VIC. 


You  play  'Time  Bomb"  against  the  clock.  You 
start  at  the  bottom  of  a  maze,  which  is  about  three 
times  the  size  of  the  VlC's  screen.  At  the  top  of 
the  maze  is  a  time  bomb  ticking  away.  The  closer 
it  gets  to  blowing  up,  the  higher  pitched  the  ticking 
becomes.  If  you  reach  the  bomb,  you  must  steer 
the  pointer  into  it  to  defuse  it.  If  you  are  successful, 
you  have  a  go  at  the  same  maze,  but  with  the 
bomb  in  a  different  place  and  with  a  shorter  fuse. 
This  continues  until  you  run  out  of  time.  If  you 
fail  to  defuse  it,  you  get  a  new  maze  and  a  new 
bomb  with  a  longer  fuse. 

Friends  I've  played  this  with  usually  don't 
consider  it  a  game  for  competition.  Instead,  they 
become  back-seat  drivers,  telling  the  player  where 
to  go  and  pulling  for  him  or  her  at  every  turn. 

Time  Bomb  is  quite  challenging  to  a  player's 
memory  of  spatial  relationships.  People  who  are 
at  first  intimidated  by  seeing  only  a  portion  of  the 
maze  quickly  become  accustomed  to  thinking 
ahead  and  remembering  the  dead  ends  and  clear 
paths  through  the  maze.  An  ability  to  recall  the 
good  and  bad  moves  is  crucial  to  getting  into  the 
later  rounds. 

I  started  thinking  about  this  game  when  I 
saw  Kenneth  Szajda's  "Mastermaze"  (COMPUTE!, 
February  1983).  I  wanted  to  create  something 
more  challenging  than  a  single  screen  maze,  but  I 
didn't  want  to  duplicate  his  game  and  I  also  had 
to  consider  the  VIC's  smaller  memory.  I  then  hit 
onto  the  idea  that  makes  this  game  so  entertaining: 
to  make  the  maze  larger  than  the  screen  and  bring 
it  on  and  off  the  display  by  scrolling  it  out  of  a 
much  larger  block  of  memory. 

How  The  Idea  Came 

It  sounded  great,  but  how  would  I  do  it?  The  secret 
lies  in  a  short  machine  code  routine  that  is  "called" 
to  update  the  display  whenever  the  player  goes 
up  or  down  in  the  maze.  It  does  this  so  quickly 
that  I  used  the  BASIC  joystick  routine  from 

116     COMPirre*     July  1983 


COMPUTEl's  first  Book  of  VIC  just  to  keep  things 
at  a  reasonable  pace. 

There  are  actually  three  separate  machine 
language  routines  that  are  represented  by  the 
DATA  statements.  One  fills  the  maze  area  with 
the  proper  character,  another  fills  the  screen's 
"color  RAM"  with  the  proper  color,  and  the  third 


Searching  for  a  time  bomb, 

one  scrolls  the  maze.  I  could  have  used  BASIC 
POKEs  to  do  all  these  things,  but  the  time  con- 
sumed would  be  too  great.  It  would  be  impossible 
to  use  POKEs  to  do  the  scrolling  of  the  maze  with 
enough  speed  to  be  any  fun  at  all. 

When  typing  in  the  program,  be  sure  to  SAVE 
it  before  you  RUN  it,  since  a  typo  in  the  DATA 
statements  could  cause  you  to  lose  the  whole  pro- 
gram. Be  very  careful  as  you  enter  the  DATA  state- 
ments. If  you  have  a  bug  in  the  program,  it  is  most 
likely  in  the  DATA  statements,  so  look  there  first. 

When  you  do  RUN  it,  there  will  be  a  slight 
pause  while  the  machine  language  parts  are 
POKEd  into  the  cassette  buffer.  Then  the  screen 
should  clear,  and  the  words  "Making  Maze" 
should  appear.  Because  of  the  size  of  the  maze, 
the  VIC  needs  almost  a  minute  to  draw  it,  so  be 
patient.  When  the  maze  is  complete,  a  little  musi- 
cal announcement  alerts  you  to  begin  playing. 
Don't  give  up  if  you  are  eliminated  on  the  first 
round;  it  takes  a  while  to  get  used  to  looking  ahead 
in  the  maze  and  planning  your  route. 

If  you  don't  want  to  type  in  the  program,  I 
will  make  copies  for  the  usual  $3,  a  cassette,  and 


RAMAX 


TM 


by  APROPOS 


The  UN  LY  MEMORY  your  VIC-20®  will  need 


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RAM  switches  3k  (Adr.  1 024  to  4095) 
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WE  SERVICE  WHAT  WE  SELL 

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All  items  shipped  from  stock. 
DEALER  INQUIRIES  WELCOME 


SOFTWARE 


DR.  FLOYD 


■APROPOS  TECHNOLOGY, 


Psychoanalysis  by  computer?  —  well,  not  quite,  but  Dr.  Floyd  will 
carry  on  a  conversation  with  you  using  psychoanalytic  techniques 
giving  the  appearance  of  artificial  intelligence.  Requires  16k  RAM 
or  more. 
$14.95  shipping  included. 

WORD  PLAY 

"WORDPLAY"  is  a  collection  of  programs  which  allow  the  user  to 
make  origi  nat  stones ,  write  a  fomi  of  J  apanese  poetry ,  play  the  fun 
game  of  Animal  (children  love  this  one),  and  create  jargon.  A 
bonus  secret  message  (cypher)  program  is  also  included,  in  a 
word,  "WORDPLAY"  is  a  bargain. 
Requires  1 6k  RAM  or  more. 
$14.95  shipping  included. 

TYPE  FOR  YOUR  LIFE 

With  more  challenge  than  an  arcade  game,  learn  to  type  up  to  75 + 
words/min.  (User  selectable,  but  no  FOOLING  AROUND  allowed). 
TEXT  IS  WIDELY  VARIED  SINCE  IT  COMES  FROM  THE 
PROGRAM  TAPE.  Action  color  graphics  with  sound  fix  your  eyes 
to  the  screen  (away  from  your  fingers  -  clever!)  Your  man  rows 
your  boat  up  stream  as  fast  as  you  can  type.  Maintain  speed  and 
destroy  the  Sea  Monster;  slow  down  and  he  will  get  you.  Runs  on 
the  unexpanded  VIC. 
$14.95  shipping  included. 

All  software  is  on  high  quality  cassettes 
and  is  replacement  guaranteed. 

VIC-20  &  SUPER  EXPANDER  are  registered 
trademarks  of  Commodore  Business  Machines,  Inc. 

350  N.  Lantana  Ave,,  Suite  821 
CamarilIo,CA  93010 


a  postpaid  mailer: 

Doug  Snioak 
303  Heyward  St. 
Columbia.  SC  29201 


BEGINNING  PROGRAMMERS 
If  you're  new  to  computing,  please  read  "How 
To  Type  COMPUTE! 's  Programs"  and  "A 
Beginner's  Guide  To  Typing  In  Programs." 


Time  Bomb 

2  POKE56,24:POKE55,i03:GOSUB29 

3  D=37154;P1=D-3:P2=D-2:DF=30720:V=36878 
:S=V-4:M1=30:X=50:GOTO19 

4  FORT=240TO208STEP-4 : POKES , T : FORTT=0TO3 
0 : POKEV , TT/ 2 : NEXT : NEXTT : POKES , 0 : ME=793 
2 

5  POKEOM, 32 : POKEOM+DF, 10 : POKEME , Ml : POKEM 
E-HDF,7:IFFTHEN40 

6  K=Ki-l:ON-(K/2<>INT(K/2)  )G0T08  :  IFK>600T 
HEN37 

7  F0RT=1T02: POKEV, T*4:P0KES+1, 128+K/5:NE 
XT:POKES+1,0 

8  POKED, 127 :P=PEEK(P2)AND128:J0=-(P=0) 

9  POKED,  255  :P  =  PEEK(  PI)  :Jl  =  '-(  (PAND8)=0)  :J 
2='( (PAND16)=0) :J3^-( (PAND4)=0) 

10  IFJ0THENG=1:M1=62:GOTO14 

11  IFJ1THENC=22:M1=22:G0T014 

12  IFJ"2THENC=-1:M1=60:GOTO14 

13  1FJ3THENC=-22:M1=30 

14  OM=ME:ME==ME+C:C=0 

15  IFPEEK(ME)  <>  32ANDPEEK  ( ME )  <>42THElSrME=0 
M 

16  IFPEEK(ME)=42THENF=l:GOT05 

17  ON-(ME>7921)GOT018:SYS887:ME=ME+22:GO 
TO  5 

18  ON- (ME <7944 ) G0T05 : SYS905 : ME=ME-2 2 : GOT 
05 

19  DIMA{3)  :A(0)^  2  :  A(  1  )=-44  :  A(  2  )  ==-2  :  A(  3  ) 
=44:WL=209:HL=3  2:SC=6228:A9=6943 

20  SYS861 :PRINT"lCLR}  { DOWN} MAKING  MAZE" 

21  FORT=SC+21T07679STEP22:POKET, 32:NEXT: 
F0RT=SCT0SC+2 1 : POKET ,32: NEXT 

22  J=INT(RND(1)*4) :X3=J 

23  B^A9+A(J) 

24  1 FPEEK ( B ) =WLTHENPOKEB , J : P0KEA9+A ( J ) / 2 
,HL:A9=B:GOT022 

25  J=(J+1)*"(J<3) :IFJ<>X3THEN2  3 

26  J=PEEK  ( A9  )  :  P0KEA9  ,  HL :  I FJ  <  4THENA9==A9-A 

(J) :G0T022 

27  TB=SC+INT(RND(0}*20)+220:ON-(PEEK(TB) 
<>32)GOT027 :POKETB,42 

28  SYS830:POKE828,204:POKE829,28:SYS923: 
G0T04 

29  FORI=830TO974 : READA: POKEI , A: NEXT : RETU 
RN 

30  DATA169,238,  141,15,144,169,0,133,251, 
169,150,133,252,160,0,169,10,145,251, 
200,208 

31  DATA2  51, 230, 252, 165,252,201,  152,208,  2 
41,96,169,84,133,251,169,24,13  3,252,1 
60,0,169 

32  DATA209, 145,251,200,208,251,230, 252,1 

118     COMPUTE!     July  1983 


65,252,201,30,208 
3  3  DATA241,96,173,60,3,56,233,22,176,3,2 
06,61,3,141,60,3,56,176,19,234,173,60 
,3,24,105 

34  DATA22, 144, 3, 238, 61, 3, 141, 60, 3, 24, 144 
,1,234,169,0,133,0,169,30,133,1,173,6 
0,3,133 

35  DATA254, 173,61, 3, 133, 255, 169,0, 133, 25 
3,160,0,17  7,254,164,253,145,0, 132,253 
,230,253 

36  DATA234,208, 2, 230, 1,230, 254,208, 2,230 
,255,169,32, 197, 1,208,227,96 

37  POKEV, 15:FORT=255T0127STEP-2:POKES,T: 
POKEV-9,255:FORG=1TO10:NEXT 

38  POKEV-9 , 242 : F0RG=lT01 0 : NEXT : POKEV-9 , 2 
40 :NEXT : POKEV-1 , 220 : FORG=15TO0STEP- , 0 
5 

3  9  POKEV ,  G  :  POKE Vi- 1 ,  G *  1 0  :  NEXT  :  POKEV-1 ,  0  :  P 
OKEV+1 , 238 : G0SUB42 : RUN 

40  POKETB, 32 : POKEV-1 , 253 : FORG=30TO0STEP- 
.15: POKEV , G/2 : NEXT ; X=X+50 : IFX>  449THEN 

X=450 

41  POKEV- 1,0:  F=0  :  K=X  t  R=R+1  :  GOSUB42  :  G0T02 
7 

42  PRINT "{ HOME] ROUND "R"{ LEFT)  ": PRINT" 
{down} PRESS  F7  " : A$=" " :GETA$ :0N- ( A$ <> 
" I F7 } " ) GOT042 : RETURN 

UNDERLINE  ^  SHIFT, 
13=  COMMODORE  KEY, 
I  }= 'SPECIAL. 

REFER  TO  LISTING  CONVENTIONS  © 


commodore 


64^ 


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REVIEWS 


Copy-Writer 

Word 

Processor 

Louis  F.  Sander 

Copy-Writer  is  a  full-featured 
program  that  merits  the  close 
attention  of  any  Apple,  Commo- 
dore 64,  PET,  or  CBM  owner 
needing  a  word  processor.  It  has 
most  of  the  useful  features  found 
in  other  word  processing  sys- 
temS/  plus  several  that  are 
unique.  Copif-Writer  is  easy  to 
use,  clearly  documented,  and 
comes  with  a  guarantee  that 
future  enhancements,  no  matter 
how  extensive,  will  be  offered  to 
registered  users  for  a  nominal 
disk  copying  charge. 

The  developers  of  Copy- 
Writer,  the  IDPC  Co.  of  Philadel- 
phia, originally  wrote  it  in  1979. 
Since  then,  it  has  been  used  by 
professional  programmers  and 
technical  writers,  and  exten- 
sively revised.  It  seems  to  be  a 
solid  program  with  good  features 
and  few  bugs. 

Since  a  detailed  discussion 
of  software  features  can  be  con- 
fusing to  those  who  haven't  used 
similar  programs,  let's  start  our 
review  with  something  easy  to 
comprehend.  Copy-Writer  is 
available  for  the  PET/CBM  with  ' 
2040,  4040,  8050,  or  PEDISK  II 
drives;  it  supports  all  ROM  vari- 
ations and  virtually  any  printer 
from  any  manufacturer.  The 
program  is  also  available  for  the 
Apple  II  w^ith  3.2  or  3.3  disks,  for 
the  Apple  III,  and  for  the  Com- 
modore 64  with  1541  or  PEDISK 
III  drives.  The  version  I  have 
worked  with  is  for  the  PET/CBM 

120    COMPUTE!     July  1983 


with  PEDISK  II  drive,  but  the 
other  versions  are  identical  to  it 
in  all  important  respects. 

A  Special,  Tailored 
Program 

The  software  consists  of  one 
diskette  and  a  small,  but 
thorough,  manual.  There  are  no 
ROMs  or  other  plug-in  devices. 
The  diskette  cannot  be  copied, 
but  that  is  not  a  problem  -  you 
use  it  to  create  a  machine  lan- 
guage program  configured  espe- 
cially for  your  own  ROMs,  screen 
size,  keyboard,  and  printer,  and 
that  program  can  be  saved  and 
copied  without  limit.  If  you 
change  printers  or  upgrade  your 
computer,  you  load  the  master 
diskette,  answer  eight  simple 
questions,  and  within  a  few 
seconds  you  have  a  reconfig- 
ured and  copyable  program  in 
memory. 

The  44-page  instruction 
manual  is  remarkable  for  its  clar- 
ity and  usefulness,  as  well  as  for 
its  brevity.  In  spite  of  nev^er 
having  learned  to  use  a  commer- 
cial word  processor  before,  I  w^as 
able  to  sit  down  with  it  and 
quickly  master  most  of  its  fea- 
tures. The  manual  contains  a 
useful  table  of  contents  and  a 
well-thought-out  index,  both  of 
which  are  quite  helpful  in  using 
the  program  itself.  It  is  written 
for  the  reader  who  is  familiar 
with  elementary  computer  oper- 
ation, and  who  knows  what  he 
wants  his  word  processor  to 
accomplish. 

Using  Copy-Writer  is  excep- 
tionally easy  and  straightfor- 
ward. There  is  no  need  for  sheets 
of  stick-on  key  labels,  or  for  a 
two-pound  reference  manual. 
When  the  system  comes  up,  a 
"paper  scale"  appears  at  the 
bottom  of  the  screen;  tab  stops 
are  marked  on  it  in  reverse  field. 


The  number  of  the  text  line  at 
the  top  of  the  screen  and  the 
number  of  lines  still  available  in 
memory  also  appear  down  here, 
as  does  a  line  for  special  com- 
mands and  error  messages. 

Editing  Features 

Routine  typing  and  text  editing 
is  done  in  the  Edit  Mode,  in 
w^hich  the  cursor  moves  freely 
about  the  screen.  The  PET's 
familiar  cursor  control  keys  are 
used  to  move,  insert,  and  delete 
characters.  The  up  arrow,  left 
arrow,  HOME  and  RVS  keys  are 
used  for  opening  up  lines, 
moving  words  around,  etc.,  and 
it  is  very  easy  to  remember  which 
key  does  what. 

The  STOP  key  puts  the  sys- 
tem in  the  "Command  Mode." 
In  that  mode,  the  cursor  jumps 
to  a  special  area  at  the  bottom  of 
the  screen  and  waits  for  your 
instructions.  There  are  about  30 
of  these,  most  having  to  do  with 
disk  file  handling,  searching  and 
replacing  text,  and  printing. 
Copy-Write/ s  authors  have  made 
the  commands  very  easy  to  re- 
member: A  means  append  a  file, 
D  means  down  scroll,  S  means 
save  a  file  on  disk,  etc.  For  those 
who  haven't  used  the  commands 
enough  to  have  memorized 
them,  they  are  listed  in  a  table  in 
the  index  of  the  instruction  man- 
ual, which  also  notes  the  page 
where  the  command  is  described 
in  detail. 

The  process  of  entering  text 
and  moving  it  around  is  similar 
to  that  in  most  good  word  pro- 
cessors. Copy-Writer  seems  to 
have  all  the  necessary  features 
in  this  area,  and  most  of  the  typ- 
ical frills. 

Copy-Writer  has  two  separate 
buffers  for  handling  changes 
and  text  movement.  Buffer  #1  is 
used  for  moving  entire  para- 


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S89.00 

$69.00 

Quick  Brown 

Fox  —  word  processor 

$69.00 

$59.00 

complete  Data  Base  pack 

$89.00 

$69.00 

Electronic  spreadsheet  pack 

(likevisicalc) 

$89.00 

$69.00 

Accounting  pack 

(personal  &  business) 

$59.00 

$49.00 

Programmers  Helper 

$79.00 

$59.00 

Programming  Reference  guide 

$20.96 

$16.95 

Basic  Tutor 

$24.95 

$19.95 

Typing  Tutor 

$24.95 

$19.95 

Fort  Apocalypse 

(top  selling  arcade  game) 

$34.95 

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July19S3    COMPUIil    121 


graphs  from  place  to  place  and  is 
activ^atcd  from  Command  Mode. 
Buffer  #2  is  used  in  Edit  Mode 
and  is  ideally  suited  for  moving 
words  and  short  phrases,  al- 
though it  has  a  1000-character 
capacity.  To  use  it,  you  place  the 
cursor  on  the  first  letter  to  be 
saved,  and  press  the  shifted  left 
arrow  key.  Letter-bv-letter,  text 
is  ''sucked"  from  the  screen  into 
the  buffer. 

When  you've  picked  up 
everything  you  want  to  mo\'e, 
you  put  the  cursor  wherever 
you  want  it,  and  press  the  un- 
shifted  left  arrow  key,  which 
automatically  inserts  the  buf- 
fered text  at  that  point.  The  text 
remains  in  the  buffer,  so  you  can 
insert  it  as  many  places  as  vou'd 
like.  This  feature  can  save  time 
and  keystrokes  whenever  the 
same  phrase  is  used  repeatedly 
in  the  text  (as  are  the  w^ords 
"Cop\/-Writcr''  in  this  review). 
You  can  put  such  a  phrase  in  the 
buffer  and  use  one  key  to  print  it 
out  everv  time  it  is  used. 


Another  feature  worthy  of 
note  is  the  ability  to  input  re- 
peated characters,  such  as  a 
series  of  dashes,  just  by  entering: 
a  special  character,  the  character 
to  be  repeated,  and  the  number 
of  repeats  desired.  There  is  also 
a  graphics  mode  which  allows 
dot-by-dot  control  ov^er  printers 
having  that  capability.  Neither 
ot  these  features  is  a  necessity, 
but  their  presence  is  an  indica- 
tion of  the  authors'  attention  to 
detail  in  making  the  program 
useful. 

Cofn/-Writer  is  extremely 
powerful  for  formatting  the 
printed  page.  Format  control  is 
done  by  special  commands  em- 
bedded in  the  text,  and  there  are 
many  to  choose  from.  Once 
again,  the  commands  are  easily 
understood  by  themselves,  al- 
phabetically listed  in  the  index, 
and  well-described  in  the  man- 
ual. AP  means  append  a  file, 
LM  sets  the  left  margin,  HD  de- 
fines a  page  heading,  and  so  on 
for  over  two  dozen  commands. 


The  power  here  is  reall\^  impres- 
sive- you  can  print  things  in 
double  columns  (like  this 
magazine  is  printed),  customize 
page  breaks  (based  on  a  variety 
ol  conditions),  and  on  and  on. 
By  using  a  special  format 
command,  you  can  send  indi- 
vidual hex  characters  to  vour 
printer,  for  control  of  character 
size,  impact,  or  whatever  fea- 
tures the  printer  happens  to 
have.  The  capability  is  com- 
pletely general,  so  if  you  know 
what  character  code  switches 
your  printer  into  Martian  Hiero- 
glyphic mode,  you  can  put  it 
there  whenever  you  want.  This 
is  a  very  desirable  feature  and 
it's  one  of  many  desirable  fea- 
tures available  on  this  most  im- 
pressive product. 


Copy- Writer 
CGRS  \4uivlech 
P.O.  Bo.x  102 
Lui<^honiL\  PA  1904: 
$145 


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DEVELOPMENT  TOOLS 

P/us  t/w  Smtiiig  J^cw  Hook 

INSIDE  THE  COMMODORE  64" 


THE  BOOK 

A  complete  clear  explanation  of  machine 
ianguage.  Assembly  language,  Commodore  64 
arcliitectufe,  graphics,  joystick  and  sound  effect 
programming.  Detailed  stepby-step  guide  to  the 
use  of  the  development  tools.  How  to  combine 
BASIC  and  machine  language,  make  auto-start 
cartridges,  Interface  with  the  internal  ROM- 
baaed  programs  of  BASIC  and  the  Kernal. 
Sample  programs  fully  explained. 


THE  TOOLS 

Assembler/Edltor/Loader/Oecoder/Monltor 
Full-featured  Assembler  allows  use  of  labels, 
comments  and  arithmetic  expressions  to  create 
machine  language  programs.  Create,  save, 
modify  Assembly  language  programs  with  the 
Editor.  Load  and  link  machine  language  modules 
with  the  Loader,  Decode  machine  language  back 
into  assembly  language  for  study  or  input  to  the 
Editor.  Stngle-stap  program  execution  with  the 
fwlonltor.  Combines  Assembler;Edltor  for  maxi- 
mum ease  of  use. 


ALL  FOR  $54-95  plus  $2.00  postage  and  handling     Add  $5.00  for  disk  version. 
S«nd  check,  M.O.,  VISA/MC  (S2.00  SX.}  or  specify  C.O.D.  (add  $3.00)  to; 

I 


't^lLtri 


^lLI^b 


P.O.  Box  207,  Cannon  Fatis,  MN   55009 
507-263-4821 

Commodore  64'"  is  ^  regJliered  TM  of 
Commodore  Business  Machines  Int. 


122    COMPUTE!    July  1983 


C'64   (^AIVIES 

THIS  IS  YOUR 
ADVERSARY 


is/J 


You've  Hated  Him  For  Years  .  . 
Here's  your  chance  to  finally  wipe 
the  smirk  off  his  Happy  Little  Face. 
BLAST  BOUNCING 
HAPPY  FACES  FROM  THE 
SKY  WITH  YOUR  MISSILES! 

Have  A  Nice  Day  1 

AN  EXTREMELY  SATISFYING  ACTION 
ARCADE  GAME  for  tKe  Commodore  64. 

Features  IncJude:  1  to  8  Ptayers.  Joystick, 
Keyboard  or  Paddle  Controls.  Machine  Code. 
Sprites  and  Music.  Interludes  and  Bonus 
Screeris,  Increasing  Difficulty 
S39.95  on  DISK  p1ii«  &2.00  Shlpplnc 

^V3^      COLLISION!  A  2-player.  full  color  and 
^    sound  arcade.  Increasing  ditficuhy,  joysticks. 
S1S.95  t«p«  or  Sl9.es  dl»k  plui  S2.00  chtpptni. 
Dealer  Inquiries  Welcome 

FROM  Tapoipqic  M 

^^^  INC    ^^=*=^ 

*'"  P.O.  Box  752 

».*.       BURLINGTON,  lA  56201 
319-754-5291 

Commodore  &*  is  a  irademark  o(  CcrnmodDre  Business 
Machines.  Inc 


Mastertype 

Tina  Halcomb 

Mastertifpe,  by  Bruce  Zweig  (Atari 
version  by  Aric  VVilm under), 
makes  learning  touch-typing 
fun. 

As  an  educational  program, 
Master h/pc  is  impressive.  It  is 
menu-driven  and  the  lesson 
plan  begins  with  basic  keyboard 
and  finger  placement  presenta- 
tions. In  the  manual  supplied 
with  Master  type  are  illustrations 
and  diagrams  which  clearly  show 
proper  finger  placement.  Your 
skill  builds  from  this  point.  You 
begin  to  practice  typing  single 
letters  or  simple  three-  to  four- 
letter  words.  Once  you  are  com- 
fortable with  these,  you  move 
on  to  longer  words,  numbers, 
and  symbols. 

Each  lesson  can  run  in  either 
of  two  modes.  The  Beginner 
mode  displays  single  letters  only, 
and  the  Normal  mode  asks  you 
to  type  the  complete  word  and 
press  the  space  bar. 


You  can  even  create  your 
own  word  lists  to  practice  with 
words  that  are  related  to  your 
occupation.  After  first  booting 
Mastertype,  you  will  see  this  op- 
tion offered,  and  you  respond 
by  typing  an  "M"  (make  your 
own  lesson).  Each  word  list  con- 
sists of  40  words  ranging  from 
one  to  nine  characters.  You  must 
enter  40  words  -  there's  no  way 
around  it.  If  you  make  any  errors 
when  entering  the  words,  you 
may  edit  them  after  you  complete 


the  40th  word.  Once  satisfied 
with  your  customized  lesson, 
you  can  name  it  and  save  it  on 
your  disk. 

In  each  lesson  you  control 
the  mode,  the  speed,  and  any 
upper-  and  lowercase  variations. 

Battle  Of  Words 

But  what  makes  this  a  truly  ef- 
fective, pleasant  learning  experi- 
ence is  the  game  it  becomes.  You, 
the  Command  Ship,  are  hovering 
out  in  space.  Look  out!  Four 
enemy  words  have  just  appeared 
in  the  corners  of  your  computer 
screen.  They're  sending  satel- 
lites, missiles,  and  atomic 
meteors  to  destroy  you.  You  are 
not  helpless,  though.  If  you  can 
type  the  enemy  words  correctly, 
you  can  eliminate  them.  You 
won't  destroy  the  enemy  word 
unless  you  fire  your  laser  before 
or  just  as  the  enemy  word  re- 
leases its  weapon. 

Even  when  you  need  not  be 
particularly  concerned  with  the 
exact  path  of  your  laser,  you 
must  type  the  word  correctly 
before  the  laser  is  released. 

As  soon  as  you  successfully 
defend  your  ship  by  destroying 
all  enemy  words,  you  can  see 
your  game  score  and  typing 
speed.  You  mav  get  so  involved 
in  playing  the  game  that  you 
won't  even  realize  you're  ac- 
quiring a  very  useful  skill. 

Masterti/pe  is  available  on 
diskfora32KAtarior48K 
Apple. 


Mastertype 
Li^htniu'^^  Soflivarc 
P.O.  Box  11725 
Palo  Alto.  CA  94306 
$39.95 


COMPUTE! 

TOLL  FREE 

Subscription 

Order  Line 

800-334-0868 

In  NC  919-275-9809 


THE 

KriETie 

SCREEfl' 


for 

programs 


ATARI 


ready  to 

move  beyond? 


m  alien  landscapes 

DISK  ,  48K  ,  0  '  MACHINE  DRAWN,   USER 


experience  true 

creativity! 

$ 

29. 

DISK   48K  0 '  MACHINE  ORAWf?,   USER  CONTROLS 

DRAWS  ALIEN  LANDSCAPES  in  4  cols, 
Gr7,  EACH  AN  ORIGINAL.  With  save- 
to -drsk,  printout  on  825,  more.  Use 
saved  files  in  your  own  proqrannmina 

ENDLESSLY  FASCINATING 

m  alien  landscapes  2   29. 

0ISK.40K.B,G'  USER  OPERATED 

CREATE  YOUR  OWN  ALIEN  WORLDS 
and  save  to  disk.  9  cols  in  Gr.  10,  with 
color  changer,  other  functions. 
CLEAR  PROMPTS  TAKE  YOU  THROUGH 

•  paintpot  34. 

DISK,  40K,  B,  J.  P(OPT'L)-FULL  USER  FREEDOM 

"I  DID  IT  MYSELF':  YOU  are  master  of 
the  machine.  Paint  in  your  4  cols  in  Gr.3, 
5,  or  7  with  jstick  ar>d  /or  paddles.  With 
save -to -disk,  many  more  options. 

FROM  CHILD  TO  ADULT 

•  crayons  24. 

DISK  OR  CASSETTE,  32K.  B.J 

LIKE  PAINTPOT  except  no  paddles  or 
save  -  to  -  disk .  fewer  options. 

•  designer  49* 

DISK,  48K,  B.G.J.P(OPTL!-FUU  USER  OPERA- 
TION  A  FLEXIBLE  TOOL  FOR  THE 
TALENTED  DESIGNER.  Create  in  varied 
styles  with  jstick  and  /or  paddles  with 
9  cols  in  Gr.10,  With  save-lo-disk, 
printout  on  825.  20  functions,  simple 
one '  key  cont  rols .   Full  sam  pie  di  sk  si9, 
SB-ECTA  USE  9  OF  128  COLORS 

ea.  14. 

A  FORMATTED  BOOT  N'RUN  DISK  FOR  YOUR  PRO- 
GRAM STORAGE    FILL-IN-VOUR-OWN- 
FILES  MENU  OPERATION.  Room  for 
26  listings.  Run  or  load  your  programs 
with  easy  two^stroke  convenience.  One 
stroke  utilities- timer,  mach  mem  dump, 
more.     QUAN.  DISCOUNTS  AVAILABLE 

•  the  kinetic  screen    24. 

DISK,  32K,  B,  J  foM  prog  ■  MOSTLY  MACH  DRAWERS      ui 

A  POTPOURRI  of  10  ACTIVE  PROGRW^  ^ 

Spirals,  mandalas,  moires,  more -and  a  ^ 

skittish  doodlebug !  KEEP  YOUR  SCREEN  £ 

ACTIVE.      SPECIAL!  S21.  through  AUG  g 

•  soon  ior  other  ssrstems  i 

V  intro  special  v  I 

deduct  10%  througli  ]ul  16    ;^ 

MO-  RES.  add  S-625  pel  lo  total  -  Sorry!  ^ 

•  dealer  inquiries  inrelcome       ^ 

•  sendCHKorM.O,  ^ 
payable  to  3 

JAMES  A.  IRELAND     ^ 
SCO  ^  47th  St,  suite  608  ^ 

kX.  mo,  64112  m 

•  w^riteorcall  816/756-3030     ^ 

ior  NOT  PROVIDED  ■■  ^ 

info  *  B    ATARI  BASIC  CART  REQ  U 

ask  G    GTIA  CHIP  REQ  g 

lor  J  JOYSTICK  ^ 

jim  P    PADDLE  CONTROLLERS  ^ 

K   TOTAL  RAM  REQ  S 

ATARI%  A  TRADEMARK  Of  ATARI  INC. 

July  1983    COMPUTE!     123 


m  vennyDisks 


Claim  Jumper  For  Atari 


Fred  Pinhn 

Synapse  Software  has  produced 
a  number  of  high-quality  game 
packages  in  the  past.  In  Claiii! 
Jumper,  the  company  has  done 
nothing  to  damage  that  reputa- 
tion. Claim  jumper  is  basically  a 
combination  shoot-'em-up  and 
strategy  game  for  one  or  two 
players,  1  found  it  fascinating. 
Two  cowboys  (brown  and 
pink)  are  controlled  by  the 
players  using  joysticks.  The  cow- 
boys act  out  their  lives  on  a 
playfield  consisting  of:  (a)  two 
banks  (one  for  each  player);  (h) 
an  assay  office;  (c)  two  hospitals; 
(d)  assorted  other  houses  and 
cacti.  At  intervals  during  the 
game,  a  gold  nugget  will  appear. 
The  object  is  to  pick  up  the 
nugget,  take  it  to  the  assay  office, 
and  exchange  it  for  cash.  The 
cash  must  then  be  taken  and 
deposited  in  your  bank  "to  buy 
a  house"  (ten  bills  are  needed). 
House  buying  is  completely  im- 
material to  the  game.  The  object 
is  solely  to  collect  the  ten  bills. 

While  this  all  sounds  easy, 
it  can  be  frustratingly  difficult. 
While  performing  these  func- 
tions, you  must  also  dodge  your 
opponent's  bullets  w^hile  avoid- 
ing numerous  obstacles.  Al- 
though diagonal  movement  is 
the  fastest,  the  cowboys  can 
shoot  only  when  moving  hori- 
zontally or  vertically. 

The  animation  of  the  cow- 
boys is  relatively  crude,  but  this 
in  no  way  detracts  from  the 
game.  If  you  shoot  vour  oppo- 
nent, his  hat  comes  off  and  he 
drops  whatever  he  is  carrying 
(gold  or  money).  He  is  then 
transported  to  one  of  the  two 
hospitals  (chosen  by  moving  the 
joystick  left  or  right).  While  in 
the  hospital,  he  cannot  shoot. 
After  a  very  brief  stay,  however, 
he  recovers  completely  and  can 
re-enter  the  fray. 

124     COMPUTE!     July  1983 


How  They  Get  Your 
Treasure 

The  real  fun  in  the  game,  and 
much  of  the  strategy,  involves 
the  obstacles.  Specifically,  watch 
out  for  the  notorious  snakes  and 
tumbleweeds.  Shortly  after  the 
game  starts,  these  objects  start 
to  appear.  The  pink  snakes  chase 
the  brown  cow-boy  w^hile  the 
brown  tumbleweeds  stalk  the 
pinkcowpoke.  If  you  touch  the 
opposite  creature,  you  will  be 
paralyzed  for  two  seconds  and 
drop  whatever  you  are  carrying. 
This  allows  your  opponent  to 
steal  your  treasure.  After  the 
two  seconds  are  up,  you're  fit 
and  ready  to  go  as  before.  Merci- 
fully, you  will  have  a  brief  period 
of  immunitv  which  will  allow 
you  to  move  away  from  your 
pursuing  tormentors.  The  crea- 
ture g  ra  p  h  i  cs  a  re  v  e  ry  w  e  1 1 
done. 

How  can  you  fight  off  these 
unpleasant  intrusions?  One  way 
is  to  shoot  things.  Plugging  them 
with  your  trusty  "shootin'  ahrn" 
will  turn  the  creature  into  the 
opposite  type,  which  then 
promptly  goes  off  after  your 
opponent.  How^ever,  there  is  a 
second  tactic  which  adds  consi- 
derably to  the  game.  This  in- 
volves dropping  seeds  or  eggs. 
To  do  so,  you  must  stop  and 
then  press  your  joystick  button. 
The  brown  cowl>oy  drops 
tumbleweed  seeds.  If  a  snake 
eats  a  seed,  it  turns  into  a 
tumblew^eed.  Conversely,  the 
pink  cowboy  can  drop  snake 
eggs.  If  a  tumbleweed  hits  the 
egg,  it  turns  into  a  snake.  A 
maximum  of  six  eggs  and  six 
seeds  can  be  on  the  screen  at 
any  one  time.  If  you  drop  a 
seventh  seed  or  egg,  the  oldest 
one  disappears. 

As  you  can  imagine.  Claim 
jumper  gets  quite  hectic,  in 


addition  to  pursuing  the  gold, 
shooting  creatures  and  vour 
opponent,  and  dropping  eggs/ 
seeds,  the  cowboy  must  also 
avoid  other  obstacles.  If  the 
brown  cowboy  touches  anything 
pink  or  a  cactus,  he  experiences 
the  two-second  freeze.  Pink  ob- 
stacles include  a  pink  house,  the 
pink  bank,  one  of  the  playfield 
borders  and,  of  course,  snake 
eggs.  The  opposite  is  true  for  the 
pink  cowboy. 

It's  more  difficult  to  explain 
this  game  than  to  plav  it.  The 
nuances  of  the  game  are  easily 
learned,  and  built-in  prompts 
help  during  play.  When  vou 
pick  up  the  gold,  a  flashing  arrow 
indicates  where  to  deposit  it  in 


Cowboi/s,  cacti,  snakes,  Western 
buildings,  ami  drifting  tund^leweeds  sel 
I  he  sceiic  /(^/'  C I  a  i  m  J  u  m  per , 

the  assay  office.  Similarly,  once 
you  get  the  money,  another 
arrow  indicates  the  correct  bank. 

Option  Menus 

There  are  also  tw^o  option  menus 
for  game  variations.  The  first 
features  the  normal  game  and 
two  options:  Buy  Bullets  and 
Head  Start.  In  Buy  Bullets,  you 
no  longer  have  an  unlimited 
supply  of  bullets.  You  start  with 
ten.  When  you  run  out,  you 
must  take  money  to  the  bullet 
store  to  buy  ten  more.  Head 
Start  allows  yc^u  to  start  with 
five  bills  already  in  the  bank. 
The  second  menu  allows 
you  to  select  either  the  normal 
game  or  a  single-player  game 
with  tw^-)  levels  of  difficulty.  In 
the  single-player  game,  you  must 
destroy  all  the  snakes  and 


tumble  weeds  before  you  are 
paralyzed  for  the  third  (and  last) 
time.  The  problem  is  that  you 
start  with  no  bullets  and  thus 
must  buy  some  with  your  gold. 
Again,  you  can  buy  only  ten 
bullets  at  a  time. 

Although  1  have  high  praise 
for  this  game,  1  do  have  one  gripe 
inv^olving  the  scoring  system. 
The  winner  is  the  first  player  to 
reach  25,000  points.  You  score 
100  points  for  each  snake  or 
tumbleweed  that  you  convert. 
But  the  first  player  to  reach  ten 
bills  then  gets  20,000  points! 
Somehow  it  doesn't  seem  fair. 
Here  you  are  in  a  close  battle 
with  each  player  at  about  6000 
points  and  nine  bills.  Then  your 
opponent  gets  one  more  bill, 
and  you  lose  26,000  to  6000!  The 
final  score  does  not  reflect  the 
intensity  and  closeness  of  such  a 
contest.  There  is  an  option  to 
conhnue  the  game  until  50,000 
which  does  help  somewhat.  A 
better  way  might  be  to  receive  a 
given  number  of  points  for  each 
bill  deposited  until  the  winner 
reaches  the  target  score. 

Claim  Jumper 

Si/napse  Software 

5327  Jacuzzi  St, 

Suite  1 

Ridwiomi.  CA  94804 

Requires  16K  RAM 

Disk/Cassette 

$34.95  0 


COMPUTE! 

is  looking  for  good 

articles,  tutorials, 

and  games  for  the 

Sinclair/rimeK 

Connnnodore  64, 

and 
Color  Computer 


•  S,A.M.  is  the  Software  Automatic 
Mouth,  a  speech  synthesizer  for  Apple 
and  Atari  computers  made  by  Don't  Ask. 
S.A.M.  uses  your  computer  to  simulate 
the  sounds  of  human  speech.  You  use 
S.A.M.  to  make  your  programs  talk, 

•  5.  A.  M .  does  it  a  1 1  i  n  software.  I  rs  a  pro- 
gram  -the  only  one  of  its  kind.  This  means 
that  S.A.M.  has  the  power  of  a  hardware 
speech  device  without  the  high  prica 

•  S.A.M.  expands  the  power  of  your 
machine.  Adding  speech  is  like  adding 
graphics  -  suddenly  you  can  do  things 
you  never  considered  before.  Use  S.A.M. 
to  write  practical  things:  learning  tools  for 
young  children,  business  software  with 
spoken  instructions,  programs  that  tell 
stories  or  read  aloud.  Write  creative  new 
games  with  characters  that  converse  or 
opponents  that  crack  jokes.  S.A.M.  is 
great  fun  to  use,  because  it's  a  new  play- 
ground for  your  ingenuity. 

0  S.A.M.  is  for  anyone  who  can  write  a 
program,  from  the  newest  BASIC  beginner 
to  the  machine  language  master,  tt's  so 
easy  to  use  S.A.M.  to  make  a  program 
talk,  there's  almost  nothing  to  it. 
9  S.A.M.  is  capable  of  endless  variety. 


You  can  control  S.A.M.'s  inflection, 
change  the  pitch  of  S.A.M.'s  voice  and 
the  speed  of  S.A.M.'s  speech.  Use  pho- 
netic input  to  get  perfect  pronunciation;  or 
use  RECITER,  the  excellent  English  text- 
to-speech  converter  on  the  S.A.M.  disk, 
for  highly  reliable  results  with  ordinary 
English  input. 

With  the  new  KNOBS  feature  you  can 
create  a  variety  of  different  voices  for 
S.A.M.  -  not  just  higher  or  lower  voices, 
but  ones  that  sound  like  different  people 
speaking.  You  design  S.A.M.'s  vocal 
personalities. 

Get  your  Apple  or  Atari  a  Software  Auto- 
matic Mouth,  and  discover  the  excite- 
ment of  computer  speech. 


2265  Westwood  BL.  Ste.  B-1 50,  Los  Angeles, 
CA  90064.  Phone  (213)  477-451 4 

Deafer  inquiries  invited. 


Atari  owners:  learn  extra  tncks  and  tech- 
niques to  make  the  most  of  S,A.MJ  Ask  (or 
Educational  Software's  new  SAM.  Tutorial 
(Tricky  Tutorial  #12), 


.  IHear  S.A.M.  at  your  favorite  dealer.  _ 


Or  order  d^  rect  from  Don't  Ask.  Add  $2 .00  shippi  ng  to  your  check  or  money  order  Cal  ifornia  residents  add 
6%  sales  tax  (6,5%  in  LA.  County). 

SA,M.for  Apple  ll-series  computers  includes  8-bit  digital-to-analog  converter  and  audio  amplifier 
on  a  card.  Requires  48K,  disk.  (SAM.  uses  9K;  RECITER  6K.  SA,M.  can  be  loaded  into  a  16K 
R AM . card)  You  will  need  a  speaker.  Suggested  retail;  S1 24.95.  Look forsummer  sale  prices 
now  through  September  1 5,  1 983. 

S.A,M.  for  Atari  computers  uses  yourt,v,  speaker.  No  additional  hardware  required.  Requires  32 K, 
disk. (S A.M.  uses  9K,  RECITER  6K.)  Cassette  version  coming  soon,  Suggested  retail:  $59.95.  To 
produce  highest  quality  speech  on  Alari,  SAM,  is  setup  to  blank  the  screen  while  speaking  and 
then  restore  display.  You  can  make  SAM,  talk  with  screen  on  -  speech  quality  is  somewhat 
reduced. 

S.A.M.  programmed  by  Mark  Etarlon 

APPLE  i$  a  trademark  of  APPLE  COMPUTER,  INC.  ATARI  is  a  trademark  of  ATARI  INC. 


July  1983     COMPUTE!     125 


Courseware  Report  Card 
And  Educational  Software 
Directory 


Sheila  Cory 

Just  a  couple  of  years  ago,  the 
greatest  concern  of  parents  and 
educators  interested  in  the  edu- 
cational use  of  microcomputers 
was  which  computer  to  buy  from 
the  great  variety  available. 
Hardware  selection  was  a  major 
topic  of  discussion  whenever  the 
subject  of  computers  came  up. 
More  and  more,  however,  the 
questions  posed  these  days  relate 
to  software  selection.  A  number 
of  schools  and  homes  already 
have  their  computers  and  are 
trying  to  determine  the  best  use 
of  their  machines. 

Fortunately,  some  excellent 
educational  software  is  now  on 
the  market.  But  parents  and 
educators  need  to  sift  through 
an  enormous  amount  of  software 
in  order  to  find  what's  best  for 
their  application.  Educational 
software  directories  and  evalua- 
tion journals  have  recently  been 
developed  to  cope  with  this  prob- 
lem. This  review  looks  at  two  oi 
them. 

Courseware  Report  Card 

Courseware  Report  Card  provides 
in-depth  reviews  and  evalua- 
tions of  both  elementary  and 
secondary  software.  Unlike 
many  software  review  journals, 
it  reviews  software  for  more 
than  one  computer:  Apple,  Atari, 
PET/CBM,  and  TRS-80. 

Selection  of  software  to  re- 
view is  based  primarily  on  soft- 
ware publishers'  response  to 
requests  for  review  copies.  A 
secondary  source  is  software 
made  available  by  teachers,  soft- 
ware dealers,  or  educational 
media  centers.  To  be  of  value  to 
all  people  interested  in  educa- 
tional computing,  the  journal 
covers  a  cross-section  of  subject 

126    COMPUTE!    July  1983 


area  and  grade  level. 

Most  Courseioare  Report  Card 
reviews  are  prepared  by  mem- 
bers of  the  editorial  staff,  all  of 
whom  are  former  teachers  with 
experience  in  curriculum  evalua- 
tion and  design.  A  few  of  the 
reviews  are  prepared  by  non- 
staff  members.  These  reviews 
are  signed,  and  the  qualifications 
of  the  reviewer  are  listed  in  the 
introduction. 

Graded  In  Six 
Categories 

The  standard  format  of  the  re- 
views makes  it  easy  to  find  in- 
formation. A  box  at  the  top  of 
the  first  page  of  each  review 
highlights  subject  area,  grade 
level,  type  of  program  (drill  and 
practice,  tutorial,  or  game),  sys- 
tem requirements,  price,  and 
publisher's  name  and  address. 
A  box  at  the  bottom  of  the  page 
gives  a  letter  grade  (A  through 
F)  for  performance,  ease  of  use, 
error  handling,  appropriateness, 
documentation,  and  educational 
value.  These  two  boxes,  plus  a 
short  summary  of  the  program, 
provide  all  the  information  nec- 
essary to  decide  whether  or  not 
to  read  the  entire  review. 

The  reviews  proper  begin 
with  a  description  of  the  pro- 
gram, explaining  exactly  what 
the  student  sees  as  the  program 
progresses.  Screen  representa- 
tions and  photographs  make  it 
easv  to  visualize  what  the  text  is 
describing.  The  ''performance" 
section  of  the  ev^aluation  explores 
the  overall  quality  of  the  pro- 
gram. Errors  of  punctuation  in 
the  text,  problems  with  speed  of 
operation,  and  sound  that  can't 
be  turned  off  are  examples  of 
comments  made  in  this  section. 


Ease  Of  Use  And 
Error  Handling 

The  "ease-of-use"  comments 
focus  on  standardization  of  com- 
mands, use  of  menus  in  the  pro- 
gram, and  other  programming 
possibilities  that  make  the  pro- 
gram as  easy  as  possible  for  the 
user.  How  well  a  program  ac- 
cepts input  from  the  keyboard  is 
among  the  criteria  evaluated 
under  "error  handling." 

The  value  of  the  computer 
over  other  modes  of  instruction 
is  addressed  under  "appropri- 
ateness." The  editors  take  a  firm 
position  on  the  appropriateness 
of  drill  and  practice  software  by 
having  a  policy  of  never  award- 
ing a  grade  higher  than  C  to  any 
software  designed  for  drill  and 
practice  unless  it  is  enhanced  by 
additional  features,  (This  view  is 
not  universally  shared,  but  it  is 
constantly  discussed,) 

Documentation  And 
Educational  Value 

The  paragraph  of  each  review 
covering  documentation  looks  at 
the  books,  pamphlets,  and  other 
hard  copy  provided  to  supple- 
ment the  software,  "Educational 
value,"  perhaps  the  most  impor- 
tant of  all  of  the  evaluation  com- 
ponents, examines  whether  the 
particular  area  covered  by  the 
software  has  any  real  place  in 
the  curriculum. 

The  evaluations  included  in 
Courseware  Report  Card  are  well 
written  and  complete.  However, 
you  must  keep  in  mind  (as  the 
introduction  to  the  journal  states) 
that  much  software  evaluation  is 
subjective.  There  is  room  for 
disagreement,  and  you  should 
make  the  decision  of  whether  to 
use  software  with  your  students 
or  your  own  children  only  after 
looking  at  the  software  from 
beginning  to  end  yourself. 

Apple,  Atari,  PET/CBM, 
And  TRS-80 

This  review  of  Courseware  Report 
Card  is  based  on  the  first  issue, 
dated  September  1982,  Course- 


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ivare  Report  CardlElcnientary 
evaluated  22  programs,  includ- 
ing 16  for  the  Apple,  11  for  the 
Atari,  seven  for  the  PET/CBM, 
and  seven  for  the  TRS-80  (many 
programs  are  designed  to  run  on 
more  than  one  computer). 
Courscwiuv  Report  Canil Secondary 
also  evaluated  22  programs  -  18 
for  the  Apple,  eight  for  the  Atari, 
seven  for  the  PET/CBM,  and  ten 
for  the  TRS-80.  Future  editions 
of  the  Courseware  Report  Card 
promise  to  be  quite  interesting: 
software  publishers  will  have 
opportunity  to  respond  to  re- 
views, and  teachers  and  ad- 
ministrators will  have  a  chance 
to  hear  corroborating  or  dis- 
senting opinions.  A  forum  for 
such  a  dialogue  is  a  welcome 
addition  for  people  excited  about 
possibilities  in  educational 
microcomputing. 

Courseware  Report  Card 

(five  i$$ue$  per  year) 
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Secondary  Editio)!  $49,50 
both  editions  $95 
single  copies  $12.50 

Educational  Software 
Directory 

The  Educational  Software  Directory 
is  designed  to  help  educators 
determine  exactly  what  software 
is  available  in  their  subject  area. 
It  can  answer  such  questions  as 
"How  can  1  use  the  computer 
when  teaching  a  poetry  class?" 
or  'Ts  there  any  software  avail- 
able for  the  PET  that  teaches 
grammar?"  It  tells  what  software 
is  available,  but  makes  no  at- 
tempt to  evaluate  it. 

The  directory  covers  pro- 
grams for  grades  kindergarten 
through  12  and  includes  all 
categories  of  educational  soft- 
ware (except  programs  intended 
primarily  for  administrative  pur- 
poses). Software  selected  for 
inclusion  in  the  directory  met  a 
set  of  criteria:  the  software  had 
to  be  usable  for  the  grade  level 
for  which  it  was  intended,  the 

128     COMPUTl!    July  1983 


subject  matter  had  to  be  appro- 
priate to  the  learning  environ- 
ment and  to  the  computer 
medium  itself,  and  the  listing  of 
the  software  in  the  catalog  hacd 
to  be  clear  and  complete.  No 
software  was  actually  examined 
in  the  process  of  compiling  the 
directory;  descriptions  given  in 
software  catalogs  were  used  in- 
stead. 

Software  listed  in  the  direc- 
tory includes  general  software 
(encompassing  more  than  one 
subject),  basic  living  skills,  busi- 
ness education,  computer  liter- 
acy, courseware  development 
(teacher  utilities),  fine  arts,  for- 
eign language,  language  arts, 
library  skills,  math,  science,  and 
social  studies.  Each  entrv  in  the 
directory  contains  the  program 
name,  publisher's  name,  avail- 
ability (which  suppliers  sell  it), 
release  date,  grade  level, 
hardware  configuration  re- 
quired, storage  medium  (diskette 
or  cassette),  the  computer  lan- 
guage it's  written  in,  price, 
availability  of  the  source  code 
(original  program  code),  and  a 
description  of  the  program. 

The  value  of  this  book  re- 
sults from  the  ease  with  which 
information  can  be  found.  Edu- 
cational Software  Directory  is  ex- 
cellent. It  has  both  a  subject  and 
a  title  index  and  cover  markings 
to  allow  the  user  to  locate  a  spe- 
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and  the  policies  of  publishers 
and  distributors  of  educational 
software  are  also  listed,  making 
purchase  of  desired  software 
easy. 


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$22.50  6 


Legionnaite 
For  Atari 

E.  ]\  McMalion 

Chris  Crawford  has  created  a 
playable,  fast,  and  enjoyable 
war  game  called  Legionnaire. 
This  game  is  sure  to  be  compared 
with  his  magnum  opus,  Eastern 
Front,  and,  indeed,  there  are 
some  similarities.  He  has  re- 
tained the  attractive  features  of 
fine-scrolling  across  a  detailed 
map  and  the  simple  joystick 
input  command  concept  from 
Eastern  Front.  But  there  are  sig- 
nificant differences.  The  most 
striking  difference  is  that  Legion- 
naire is  realtime.  That  is,  once 
START  is  pressed,  the  enemy 
launches  its  attack  and  does  not 
stop  until  the  game  is  over. 

Legionnaire  is  a  simulation  of 
Roman-barbarian  conflict  during 
Julius  Caesar's  campaigns  in 
Gaul.  You  define  the  scenario  by 
selecting  one  to  ten  legions  to 
command.  Of  the  ten,  two  are 
cavalry,  Crassus  and  Labienus, 
and  the  rest  are  infantry. 
Caesar's  legion,  the  Tenth,  is  the 
strongest  and  steadiest. 

After  choosing  the  number 
of  legions  you  wish  to  command, 
you  must  select  the  tribes  of  bar- 
barians to  be  the  enemy.  The 
barbarians  come  as  infantry  and 
cavalr}^  and  range  from  the  inept 
Aedui  and  sword-fodder  Auscii 
up  to  the  very  challenging  Hel- 
vetii  and  Huns.  Once  the  order 
of  battle  is  definecl  (by  joystick), 
each  group  of  combatants  is 
placed  on  the  map  in  (almost) 
random  locations. 

The  Barbarians  Are 
On  The  March 

Before  pressing  START,  you 


move  the  hollow  square  cursor 
over  the  map  to  locate  the  units 
and  inspect  the  terrain  so  you 
can  plan  your  strategy.  Roman 
units  appear  in  an  orange-pink 
color,  and  the  barbarians  are 
blue.  Infantry  is  symbolized  by 
swords,  cavalry  by  horse  heads, 
and  Caesar's  unit  by  an  eagle. 
As  you  move  the  cursor  to  the 
edge  of  the  screen,  the  map  will 
fine-scroll  under  the  cursor  to 
show^  the  entire  2y4  by  3^2  screen 
map.  Details  on  the  map  include 
effectively  visual  elevation  con- 
tour lines  and  various  forest 
symbols. 

Now  push  START.  A  drum- 
beat signals  that  the  barbarians 
are  on  the  march.  They  continue 
to  march  and  attack  until  they 
are  all  eliminated  or  until  Caesar 
is  destroyed.  They  march  whether 
or  not  you  give  orders  to  your 
troops.  It  is  in  this  sense  that  the 
game  is  played  in  realtime. 

Let's  examine  the  differ- 
ences from  Eastern  Front  for  a 
moment.  Legionnaire's  continu- 
ous action  and  ten  units  make  it 
a  reasonably  fast  game  (it  takes 
roughly  between  2  to  15  minutes 
to  play).  It  is  fast  enough  when 
battle  is  joined  to  keep  the  inter- 
est of  an  arcade-game  aficionado, 
but  it  also  rewards  good  tactics 
enough  to  give  those  of  us  with 
slower  reflexes  a  chance  to  win. 
Good  tactics  lead  to  fewer  com- 
mand corrections  or  panic 
moves. 

While  commanding  your 
units,  you  should  be  aware  of 
the  effects  of  fatigue,  slope, 
forests,  and  the  differences  in 
direct  and  flank  attacks.  Some 
units  tire  easily  when  marching 
or  fighting  and  must  rest  to  re- 
cover strength.  Some  units  break 
up  easily  and  should  be  backed 
up  and  given  a  chance  to  reor- 
ganize. Some  are  better  at  de- 
fense than  offense.  All  these 
characteristics  are  spelled  out  in 
the  20-page  booklet  that  accom- 
panies the  game.  The  booklet 
also  has  short  sections  on  getting 
started,  Caesar's  campaigns, 
and  helpful  tactics. 


lA\^ioufmirc 

The  Legion  That  Has 
Trouble  Standing  Up 

Crawford  points  out  that  the 
traits  of  each  tribe  are  fictitious 
and  are  not  meant  to  be  his- 
torically precise,  but  do  offer 
you  a  wide  selection  of  game 
scenarios.  By  the  way,  as  you 
choose  more  and  more  legions 
to  command,  the  added  legions 
are,  generally,  less  and  less  cap- 
able. On  your  tenth  pick,  you 
get  Sabinus,  whose  legion  has 
trouble  standing  up,  let  alone 
fighting.  Oh  yes.  For  every 
legion  you  pick,  the  enemy  gets 
two  units:  one  infantry  and  one 
cavalry.  That  can  make  things 
interesting. 

You  might  want  to  play 
your  first  game  against  the  Aedui 
and  Auscii  to  become  familiar 
with  the  mechanics  of  the  game. 
Count  the  loss  of  any  of  your 
units  against  these  tribes  as  a 
devastating  defeat,  and  aim  for  a 
score  in  the  30s. 

On  the  other  hand,  choose 
the  Huns  as  opponents  only 
when  you  want  the  ultimate 
challenge,  feel  lucky,  and  want 
to  play  for  the  least  negative 
score.  It  doesn't  matter  which 
tribe  you  select  for  the  enemy 
infantry.  The  Huns  will  get  to 
you  first  and  the  game  will  be 
over  before  the  infantry  arrives. 
When  I  can  reduce  the  Huns 
from  five  to  three  units  before 
losing,  I  consider  it  a  success. 

The  middle  choices  are  fun. 
One  of  the  most  enjoyable  games 
1  played  was  against  the  Senones 
("average  troops...  neither  ag- 
gressive nor  steady. . .  unreliable 
when  attacked  from  the  flanks 


or  the  rear")  and  the  Nervii 
("most  circumspect. .  .generals 
value  preparation... do  not  re- 
cover from  combat  shock  easily"). 
The  random  placement  was 
favorable,  and  allowed  me  to 
deploy  my  five  units  in  good 
order  at  the  top  of  a  hill  and  then 
rest  before  the  Nervii  cavalry 
arrived. 

1  counterattacked  their  up- 
hill charge  and  hit  their  flanks 
with  Crassus  and  Labienus.  They 
broke,  and  I  eventually  con- 
quered them  with  the  loss  of 
only  one  unit,  but  with  perma- 
nent reduction  in  strength  to  my 
remaining  units.  By  this  time  I 
was  on  low  ground,  so  I  fell  back 
to  the  forests  and  allowed  the 
Senones  to  tire  from  marching. 

They  did  ncU  immediately 
attack  when  they  got  close,  but 
stopped  to  rest  to  rebuild  their 
strength,  so  I  had  to  attack  before 
they  recovered  too  much.  Since 
the  enemy  was  tired,  I  was  able 
to  break  their  units  away  from 
each  other  one  by  one  and  use 
the  speed  of  Caesar  and  the 
cavalry  to  surround  and  then 
reduce  each  unit.  Without  too 
much  fight  left  in  any  of  my 
units,  I  finally  won. 

Legionnaire  is  not  the  histori- 
cal simulation  that  Eastern  Front 
is,  but  1  think  it  will  appeal  to  a 
much  broader  audience  because 
the  game  is  faster-paced,  has 
fewer  units  to  control,  and  is, 
therefore,  a  faster  game.  The 
choice  of  scenarios  makes  the 
game  rich  enough  to  hold  your 
interest  and  offers  a  variety  of 
skill  levels.  Legionnaire  is  an  en- 
tertaining, attractive  game  in 
which  thinking  is  more  impor- 
tant than  fast  reflexes. 

Legionnaire  comes  on  cas- 
sette tape  for  the  Atari  400  and 
800,  and  requires  at  least  16K 
RAM. 


Legionnaire 
Avalon  Hill  Game  Co. 
Mkrocompiiter  Games  Dizusion 
4517  Harford  Road 
Baltimore,  MD  21214 
$35 


July  1983    COMPUTE!    129 


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TRACTOR. .$49.75 


PROWRITER  2P $699.00 

GEMINI  15 $449.00 

STARWRITER. ....  .$1  269.00 

PRI NTMASTER  . . . .  $1 589.00 

SMITH  C0R0NATP1 . .  .$549.00 


Ibuvnk  diskettes 


ELEPHANT 

.$18.25 

MAXELL  MDI 

.$32.75 

MAXELL  MDII  ....... 

.$42.75 

DISK  CASE (holds  10^ 

$4.95 

DISK  CASE (holds  50)  . 

....$19,75 

ROM  CASE (holds  tOJ  . 

....$19.75 

CALL  for  PRICES  on 

RAIMA  DISK  DRIVES 

MICROMAINFRAME  DRIVES 

EDUCATIONAL 

SOFTWARE 

STATES  &  CAPITALS $12.75 

EUROPEAN  COUNTRIES $1 2.75 

FRENCH $45.00 

GERMAN $45.00 

SPAN  ISH $45.00 

ALIEN  ENCOUNTER $25.75 

GULP $25.75 

FRENZY $25.75 

BATTLING  BUGS $25.76 

COMPU-MATH $23.75 

COMPU'READ $23.75 

ADDITION $1 4.95 

ANALOGIES $1 4.95 

LETS  SPELL $14.95 

MEMORY  BUJLDER $14.95 

MINICROSSWORD $1 4.95 

NUMBER  SERIES $14.95 

PRESCHOOL  lO  BUILDER  ..... .SI  4.95 

READING  COMP .$1 4.95 

SAMMT  the  SEA  SERPENT. . . .  .$1 4.95 

SPELLING  BUILDER SI 4.95 

STORY  BUILDER ..$14.95 

VOCABULARY  ONE $14.95 

VOCABULARY  TWO $1 4.95 

WORD  SEARCH $1 4.95 

PLAYER  MISSILE $24.75 

MATH  for  FUN $1  3.95 

MUSIC  LESSON ........$24.95 

FIGURE  FUN ...$24.95 

COMPUTER 
COVERS 

800 ..,  $6.99 

810 $6.99 

400 S6.99 

410. $6.99 

TWA?AR^AHf^^?3^? 

32KRAM $69.75 

48KRAM $99.75 

64KRAM $129.75 

1  28K  RAM  DISK  ....  $399.75 
80  Colum  Screen 

Board $279.75 

400  KEY  BOARD  ....  $89-75 
TECHNICAL  NOTES. .  .$29.75 


Lsfco  Computer  Marketing  &  Consultants 


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800  48K...  $459.00 

with  purchase  of  Programmer $49.00 

FREE  CATALOG  with  over  60  manuf.  for  ATARI 


ATARI  HARDWARE 

810  DISK  DRIVE.,    $419  00] 

410  RECORDER .,,,..,  ..$75.00 

1010  RECORDER . . .   $75  Oo' 

850  INTERFACE. $1  64.00 

40016K S\99.75 

4O0  64K $349.75 

1  200  64K $CALL 

1025  PRINTER $419,75 

PACKAGES 

CX482  EDUCATOR .$109.75 

CX483  PROGRAMMER ...$51.75 

CX488  COMMUNICATOR      .      $219  00 

CX419  BOOKEePEB  ....$164.75 

KX7104  ENTERTAINER $63.75 

De  Re  ATARI $19.75 

SOFTWARE 

QIX ..$31.75 

CXL401  2  MISSILE  COMMAND   ..$25.75 

CXL401  3  ASTEROID.  - ..$25.75 

CXL4020  CENTIPEDE $29.75 

CXL4022  PACMAN $29.75 

CXL40n  STAR  RAIDER $29.75 

CXL4004  BASKETBALL  ....$25.75 

CXL4006  SUPER  BREAKOUT $25.75 

CXL4008  SPACE  INVADER.    .,...$25.75 

CXS130  CAVERNS  OF  MARS $27.76 

CXL4007  MUSIC  COMPOSER         $33,75 

CXL4002  ATARI  BASIC ...$45,75 

CX8126  MICROSOFT $65.75 

CXL4003  ASSEMBLER 

EDITOR $45,75 


BUSINESS    SOFTWARE 

VISICALC $1  59.75 

LETTER  PERFECT. $11 5.75 

LETTER  PERFECT  (ROM) $149.75 

DATA  PERFECT. $99.75 

TEXT  WIZZARD S79.75 

SEPLLWtZZARD ..$64.75 

FILE  MANAGER  800  f $69.75 

HOME  FILING  MANAGER  ...,..$41.75 

BOOKKEEPER $119.75 

C.R.I.S $199.75 

ATARI  WORD  PRO .$109.75 

TAX  ADVANTAGE $35.75 

HOME  ACCOUNTANT $59.75 


ATARI  810. $409. 


ATARI 


^M     CX81 26  MACRO    ASSEMBLER 

..$69  75      ; 

^H      CX415  HOME  FILING 

^H           MANAGER          . 

,.,S41   75 

^M        GALAXIAN 

..$29.75 

^M        DEFENDER 

..$29.75 

^H 

..$29.75 

^H        SPEED  READING 

..$53.75 

^H        ATARI  WRITER. 

.554.75 

^M        BOOKKEEPER...,. 

.$102.75 

^H        CX401 8  PILOT  HOME 

.   $54.75 

^M        ex  405  PI  LOT  E  DUCATOR  . . . 

..$91.75 

^^        CX404  WORD  PROCESSING  . 

..$99.75 

ENTERTAINMENT 
SOFTWARE 

MINER  2049er $32.75 

2AXX0N ..$29.75 

MONKEY  WRENCH  IL . .  $52.75 

CRISIS  MOUNTAIN ..$25.95 

WARLOCKS  REVENGE  ........  $25.95 

CHOPLIFTER $22.75 

TEMPLE  OF  ASPHI $26.75 

STAR  WARRIOR- $26. /6 

INVASION  ORION  ,,...$19.75 

KING  ARTHUR'S  HEIR $22.75 

RESCUE  AT  RIGEL $22.75 

PACIFIC  COAST .$23.75 

CANYON  CLIMBER $23.75 

CLOWNS  &  BALLOONS $23.75 

MICRO  PAINTER $23.75 

SANDS  OF  EGYPT S23.75 

APPLE  PANIC .$21.75 

SERPENTINE $25.75 

STAR  BLAZER $24.75 

WIZARD  A  PRINCESS $22.75 

FROGGER..... $22.75 

CROSS  FIRE  ...... . $32.75 

SAM  SPEECH ...................  $45.75 

VOICE  BOX  II ....,$125.75 

GORF  (ROM) $29.75 

WIZARD  OF  WAR ..$26.75 

PREPPIE  2 ,..$19.75 

STRATOS $23,75 

SEA  DRAGON $23.75 

POOL  1.5 $24.75 

POOL  400 .............. .  .$28.75 

SPEEDWAY  BLAST $28.75 

BAJA  BUGGY $23.75 

STAR  BOWL 

FOOTBALL $28.75 

SUBMARINE  COMMANDER  .  ...$34.75 

JUMBO  JET ...$34.75 

KICKBACK $34.75 

SOCCER  $34.75 

SHAMUS $22.75 

SLIME .$22.75 


NEW  RELEASES 

BANK  STREET  WRITER S49.75 

JUMPMAN $26.75 

PHAROAH'S  CURSE $24.75 

FORT  APOCALYPSE .  $24.75 

ELIMINATOR SI 8,75 

BOOK  Of  ATARI 
SOFTWARE  1983 
346  pages $1 6.75 

JOYSTICKS 

POINT  MASTER ...  SI  2.75 

WICO 

APPLE -VIC- ATARI -Tl 

COMMAND  CONTROL  ......  $23.75 

RED  BALL $26.75 

TRACK  BALL . .  $52,75 

EXTENSION  CORD $9.75 

APPLE  ADAPTOR $1 8.95 

T.I,  ADAPTOR $9.95 


POLICY 


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VIC  20 $CALL 

VIC  64 SCALL 

1  542         DISK  DRIVE $339.75 

1525         PRINTER $339.75 

1530    DATASETTE.  .......  .$69,75 

1110         8K        RAM S53.75 

1211  SUPER  EXPANDER     ..S53. 75 

1212  PROGRAMMERS  AID  ..  $44.75 

1213  VICMON $44.75 

VIC  20  DUST  COVER,... $6.99 

VIC  64  OUST  COVER.. S6-99 

CASSETTE  INTERFACE $29.75 

6  SLOT  EXPANSION SB9.75 

3  SLOT  EXPANSION $29.75 


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How  To  Type  COMPUTE!'s  Programs 


Many  of  the  programs  which  are  iisled  in  COMPUTE!  contain 
Special  control  characters  (cursor  control,  color  keys,  inverse 
video,  etc.).  To  make  it  easy  to  tell  exactly  what  to  type  when 
entering  one  of  these  programs  into  your  computer,  we  have 
established  the  following  listing  conventions.  There  is  a 
separate  key  for  each  computer.  Refer  to  the  appropriate 
tables  when  you  come  across  an  unusual  syrnbol  in  a  program 
listing.  If  you  are  unsure  how  to  actually  enter  a  control 
character,  consult  your  computer's  manuals. 

Atari  400/800 

Characters  in  inverse  video  will  appear  like:  e]cii£iigkei«£ekegki: 
Enter  these  characters  with  the  Atari  logo  key,  lA). 

Hhwn   ycxj   mmm  Type  3— 


iCXEARl 

ESC 

SHIFT    < 

n 

CI  Bar    ScrmwTt 

CUP> 

ESC 

CTRL    - 

♦ 

Cursor    Up 

{DONN> 

ESC 

CTRL    - 

-^ 

£LEFT> 

ESC 

CTRL    + 

^ 

Cursor   Left 

<RIQHT> 

ESC 

CTRL    « 

-► 

Cursor   Ri  ght 

CBACK   S} 

ESC 

DELETE 

4 

Backsp«c« 

CDELETEJ 

ESC 

CTRL  DELETE 

U 

Del4it«   charActer 

tlNSERT) 

ESC 

CTRL    INSERT 

U 

Insert    character 

(DEL    LINE} 

ESC 

SHIFT    DELETE 

a 

Dttlcte    line 

CINS   LlhCJ 

ESC 

SHIFT    IhBERT 

a 

Insvrt    line 

CTABJ 

ESC 

TAB 

► 

TAB   key 

tCLR    TAB> 

ESC 

CTRL   TAB 

Q 

Cl«ar    tab 

CSET    TAB> 

ESC 

SHIFT   TAB 

□ 

S«t   tab   stop 

CBELL> 

ESC 

CTRL    2 

□ 

Ring   buzzmr 

CESC> 

ESC 

esc 

*, 

ESC«p«   k*y 

Graphics  characters,  such  as  CTRL-T,  the  ball  character  •  will 
appear  as  the  ''normal"  letter  enclosed  in  braces,  e.g.  tTJ. 

A  series  of  identical  control  characters,  such  as  10  spaces, 
three  cursor-lefts,  or  20  CTRL-R's,  will  appear  as  110 
SPACES ^  ^  3  LEFT),  f  20  RJ,  etc.  If  the  character  in  braces  is 
in  inverse  video,  that  character  or  characters  should  be  en- 
tered with  the  Atari  logo  key.  For  example,  t  n  J  means  to 
enter  a  reverse-field  heart  with  CTRL-comma,  t  5©  1  means  to 
enter  five  inverse-video  CTRL-U's. 

Cominodore  PET/CBMA^IC 


Please  refer  to  "A  Beginner's  Guide  To  Typing  In  Pro- 
grams'* for  an  explanation  of  the  changes  in  Commodore 
listing  conventions. 


Generally,  any  PET/CBMA^IC  program  listings  will  contain 
bracketed  words  which  spell  out  any  special  characters; 
t  DOWN  liwould  mean  to  press  the  cursor-down  key; 
1 3DOWN  J  would  mean  to  press  the  cursor-down  key  three 
times. 

To  indicate  that  a  key  should  be  shifted  (hold  down  the 
SHIFT  key  while  pressing  the  other  key),  the  key  would  be 
underlined  in  our  listing.  For  example,  S  w^ould  mean  to 
type  the  S  key  while  holding  the  shift  key.  This  w^ould  result 
in  the  "heart"  graphics  symbol  appearing  on  your  screen. 
Some  graphics  characters  are  inaccessible  from  the  keyboard 
on  CBM  Business  models  (32N,  8032). 

Sometimes  in  a  program  listing,  especially  within  quoted 
text  when  a  line  runs  over  into  the  next  line,  it  is  difficult  to 
tell  where  the  first  line  ends.  How  many  times  should  you 
type  the  SPACE  bar?  In  our  convention,  when  a  line  breaks 
in  this  way,  the  -  symbol  shows  exactly  where  it  broke. 


All  Commodore  Machines 

Clear  Screen   {CLEAR} 
Home  Cursor  {  HOME} 
Cursor  Up       {UP} 
Cursor  Down  {  DOWN } 
Cursor  Rigtit  {RIGHT} 
132    COMPimi    July  1983 


Cursor  Left 
Insert  Character 
Delete  Character 
Reverse  Field  On 


(LEFT} 
{INST} 
{DEL} 
{RVS} 


Function  Two 

IF2} 

Function  Three 

{F3} 

Function  Four 

{F4} 

Function  Five 

{F5} 

Function  Six 

{F6} 

Function  Seven 

{F7} 

Function  Eight 

{F8} 

AnyNon-imple 

mented 

Function 

fNIM} 

VIC/CBM  64  Conventions 

Set  Color  To  Black  {BLK} 
Set  Color  To  White  {WHT} 
Set  Color  To  Red  {RED} 
Set  Color  To  Cyan  {CYN} 
Set  Color  To  Purple  {  PUR} 
Set  Color  To  Green  {GRN} 
Set  Color  To  Blue  {BLU} 
Set  Color  To  Yellow  { YEL} 
Function  One  {Fl} 

To  enter  any  color  code,  hold  down  CTRL  and  press  the 
appropriate  color  key.  Use  CTRL-9  for  RVS  on  and  CTRL-0 

for  RVS  off. 

8032/Faf  40  Conventions 

SetWindowTop        (SET   TOP}  Erase  To  Beginn  ing  {  E  R  AS  E    B  EG } 
Set  Window  Bottom  (SET   BOT}  Erase  To  End  {ERASE    END} 

Scroll  Up  {SCR    UP}     Toggle  Tab  {TGL    TAB) 

Scroll  Down    { SCR    DOWN}  Tab  {TAB} 

InsertLine       {INST    LINE}       EscapeKey  {ESC} 

DeJeteLine     {DEL    LINE} 

When  you  sec  an  underlined  character  in  a  PET/CBM/VIC 
program  listing,  you  need  to  hold  down  ShUFT  as  you  enter 
it.  Since  the  VIC-20  and  Commodore  64  have  fewer  keys 
than  the  PET/CBM,  some  graphics  are  grouped  with  other 
keys  and  have  to  be  entered  by  holding  down  the  Commodore 
key.  If  you  see  any  of  the  symbols  in  the  left  column  imder- 
lined  in  a  listing,  hold  down  the  Commodore  key  and  enter 
the  symbol  in  the  right  column.  Just  use  SHIFT  to  enter  all 
other  underlined  characters. 


f 

K 

-*- 

* 

1 

E 

tt 

I 

t 

PI 

2 

R 

# 

T 

s 

3 

W 

$ 

(fi 

- 

z 

4 

H 

% 

G 

= 

X 

5 

J 

' 

M 

< 

c 

6 

L 

& 

+ 

> 

V 

7 

Y 

\ 

— 

f 

D 

8 

U 

f 

F 

/ 

F 

9 

I 

7 

B 

* 

N 

(a 

SHIFT* 

( 

£ 

+ 

Q 

I 

SHIFT  + 

) 

SHIFTS 

0 

A 

1 

SHIFT- 

Reverse  Field  OK  {  OFF) 


Apple  II /Apple  il  Plus 

All  programs  are  in  Applesoft  BASIC,  unless  otherwise 
stated.  Control  characters  are  printed  as  the  "normal"  char- 
acter enclosed  in  brackets,  such  as  I D  Ifor  CTRL-D.  Hold 
down  CTRL  while  pressing  the  control  key.  You  will  not  see 
the  special  character  on  the  screen. 

TRS-80  Color  Computer 

No  special  characters  are  used,  other  than  lowercase.  When 
you  see  letters  printed  in  inverse  video  (white  on  black), 
press  SHIFT'O  to  enter  the  characters,  and  then  press  SHlFT-0 
again  to  return  to  normal  uppercase  typing. 

Texas  Instruments  99/4 

No  special  control  characters  are  used.  Enter  all  programs 
with  the  ALPHA  lock  on  (in  the  down  position).  Release  the 
ALPHA  lock  to  enter  lowercase  text, 

TImex  TS-1000,  Sinclair  ZX-81 

Study  your  computer  manual  carefully  to  see  how  to  enter 
programs.  Do  not  type  in  the  letters  for  each  command, 
since  your  machine  features  single-keystroke  entry  of  BASIC 
commands.  You  may  want  to  sw^itch  to  the  FAST  mode 
(where  the  screen  blanks)  while  entering  programs,  since 
there  will  be  less  delay  between  lines.  (If  the  blanking  screen 
bothers  you,  switch  to  the  SLOW  mode.) 


AARDVARK  -  THE  ADVENTURE  PLACE 
TRS-80  COLOR         COMMODORE  64        VIC-20       SINCLAIR/TIMEX       TI99 


WE  CARRY  MORE  THAN  ADVENTURES!! 

MAXi-PROS  WORD  PROCESS!NG       ti^^ 

The  easiest  to  use  word  processor  that  ! 
know  of.  Has  al!  the  features  of  a  major  word 
processor  (right  and  left  margin  justification, 
page  numbering, global  and  line  editing,  single, 
double,  triple  spacing,  text  centering,  etc.)  at 
a  very  cheap  price  because  we  wrote  it  in 
BASIC.  Includes  40  page  manual  and  learning 
guide.  Easily  modified  to  handle  almost  any 
printer  combination.  Available  on  disk  or  tap)e 
for  VIC20,  COMMODORE64,  and  TRS-80 
COLOR  computer.  Requires  13k  RAM  on 
Vic,  16k  EXTENDED  on  TRS-SO  COLOR.  ^ 
$19.95  on  tape  $24.95  on  disk.  ^^ 

GENERAL  LEDGER  -  Complete  bookkeep- 
ing for  a  small  business.  Disk  required.  For 
Vic20  {13k),  Commodore64,  TRS^O  COLOR 
(16k  EXTENDED),  $69.95  (Send  $1.00  for 
manual  before  ordering.) 


^ 

m 

\ 

'A 

■^ 

[  J 

u     'J 

v 

— . 

y 

V 

X 

N 

LABYRJNTH  -  16K  EXTENDED  COLOR 
BASIC  —  With  amazing  3D  graphics,  you  fight 
your  way  through  a  maze  facing  real  time 
monsters.  The  graphics  are  real  enough  to 
cause  claustrophobia. 

Similar  game  for  Ttmex/Srnclair  16k  -  hunting 
treasure  instead  of  monsters  $14.95, 


ADVENTURE  WRITING/DEATHSHIP  by 
Rodger  Oisen  —  This  is  a  data  sheet  showing 
how  we  do  it.  It  is  about  14  pages  of  detailed 
instructions  how  to  write  your  own  adven- 
tures. It  contains  the  entire  text  of  Deathship. 
Data  sheet  -  $3.95.  NOTE:  Owners  of  TI99, 
TRS-80,  TRS-80  Coior,  and  Vic  20  computers 
can  also  get  Deathship  on  tape  for  an  addi- 
tional $5.00. 

Dealers— We  have  the  best  deal  going  for  you. 
Good  discounts,  exchange  programs,  and  fac- 
tory support.  Send  for  Dealer  Information. 
Authors  — Aardvark  pays  the  highest  commis- 
sions in  the  industry  and  gives  programs  the 
widest  possible  advertising  coverage.  Send  a 
Self  Addressed  Stamped  Envelope  for  our 
Au^ors  Information  Package. 


ADVENTURES  —  Adventures  are  a  unique 
form  of  computer  game.  They  )et  you  spend 
30  to  70  hours  exploring  and  conquering  a 
world  you  have  never  seen  before.  There  is 
little  or  no  luck  in  Adventuring.  The  rewards 
are  for  creative  thinking,  courage,  and  wise 
gambling  —  not  fast  reflexes. 

tn  Adventuring,  the  computer  speaks  and 
listens  to  plain  English.  No  prior  knowledge 
of  computers,  special  controls,  or  games  is  re* 
quired  so  everyone  enjoys  them  — even  people 
who  do  not  like  computers. 

Except  for  Quest,  itself  unique  among  Ad- 
venture games.  Adventures  are  non-graphic. 
Adventures  are  more  like  a  novel  than  a  comic 
book  or  arcade  game,  ft  is  like  reading  a  par- 
ticular exciting  book  where  you  are  the  main 
character. 

All  of  the  Adventures  in  this  ad  are  in  Basic. 
They  are  fuf)  featured,  fully  plotted  adventures 
that  will  take  a  minimum  of  thirty  hours  (in 
several  sittings)  to  play. 

Adventuring  requires  16k  on  Sinclair,  TRS- 
80,  and  TRS-80  Color.  They  require  8k  on  OS! 
and  13k  on  VIC-20.  Sinclair  requires  extended 
BASIC.  Now  available  for  TI99. 


PYRAMID  by  Rodger  Olsen  -  This  is  one  of 
our  toughest  Adventures.  Average  time 
through  the  Pyramid  is  50  to  70  hours.  The 
old  boys  who  built  this  Pyramid  did  not  mean 
for  it  to  be  ransacked  by  people  like  you. 

Authors  note  to  players  —  This  is  a  very 
entertaining  and  very  tough  adventure.  I  left 
clues  everywhere  but  came  up  with  some  in- 
genous  problems.  This  one  has  captivated 
people  so  much  that  I  get  calls  daily  from  as 
far  away  as  New  Zealand  and  France  from 
bleary  eyed  people  who  are  stuck  in  the 
Pyramid  and  desperate  for  more  clues. 

MARS  by  Rodger  Olsen  -  Your  ship  crashed- 
on  the  Red  Planet  and  you  have  to  get  home. 
You  will  have  to  explore  a  Martian  city,  repair 
your  ship  and  deal  with  possibly  hostile  aliens 
to  get  home  again. 

Authors  note  to  players  —  This  is  highly 
recommended  as  a  first  adventure.  It  is  in  no 
way  simple  — playing  time  normally  runs  from 
30  to  50  hours  -  but  it  is  constructed  in  a 
more  "open"  manner  to  let  you  try  out  ad- 
venturing and  get  used  to  the  game  before 
you  hit  the  really  tough  problems. 


TREK  ADVENTURE  by  Bob  Retelle  -  This 
one  takes  place  aboard  a  familiar  starship  and 
is  a  must  for  trekkies.  The  problem  is  a  famil- 
iar one  -  The  ship  is  in  a  "decaying  orbit" 
(the  Captain  never  could  learn  to  park!)  and 
the  er>gines  are  out  (You  would  think  that  in 
all  those  years,  they  would  have  learned  to 
build  some  that  didn't  die  once  a  week).  Your 
options  are  to  start  the  engine,  save  the  ship, 
get  off  the  ship,  or  die.  Good  Luck. 

Authors  note  to  players  —  I  wrote  this  one 
with  a  concordance  in  hand.  It  is  very  accurate 
—  and  a  Jot  of  fun.  It  was  nice  to  wander 
around  the  ship  instead  of  watching  it  on  T.V, 

DERELICT  by  Rodger  Olsen  and  Bob  Ander- 
son —  For  Wealth  and-  Glory,  you  have  to  ran- 
sack a  thousand  year  old  space  ship.  You'll 
have  to  learn  to  speak  their  language  and 
operate  the  machinery  they  left  behind.  The 
hardest  problem  of  all  is  tojive  through  it. 

Authors  note  to  players  —  This  adventure 
is  the  new  winner  in  the  "Toughest  Adventure 
at  Aardvark  Sweepstakes".  Our  most  difficult 
problem  in  writing  the  adventure  was  to  keep 
it  logical  and  realistic.  There  are  no  irrational 
traps  and  sudden  senseless  deaths  in  Derelict. 
This  ship  was  designed  to  be  perfectly  safe  for 
its'  builders.  It  just  happens  to  be  deadly  to 
alien  invaders  like  you. 

Dungeons  of  Death  -  Just  for  the  16k  TRS- 
80  COLOR,  this  is  the  first  D&D  type  game 
good  enough  to  qualify  at  Aardvark,  This  is 
serious  D&D  that  allows  1  to  6  players  to  go 
on  a  Dragon  Hunting,  Monster  Killing,  Dun- 
geon Exploring  Ouest.  Played  on  an  on-screen 
map,  you  get  a  choice  of  race  and  character 
(Human,  Dwarf,  Soldier,  Wizard,  etc.),  a 
chance  to  grow  from  game  to  game,  and  a  15 
page  manual.  At  the  normal  price  for  an  Ad- 
venture ($14<95  tape,  $19.95  disk),  this  is  a 
giveaway. 


QUEST  by  Bob  Retelle  and  Rodger  Olsen  - 

THIS  IS  DIFFERENT  FROM  ALL  THE 
OTHER  GAMES  OF  ADVENTURE!!!!  It  is 
played  on  a  computer  generated  map  of 
Alesia.  You  lead  a  small  band  of  adventurers 
on  a  mission  to  conquer  the  Citadel  of  Moor- 
lock.  You  have  to  build  an  army  and  then  arm 
and  feed  them  by  combat,  bargaining,  explora- 
tion of  ruins  and  temples,  and  outright  ban- 
ditry. The  game  takes  2  to  5  hours  to  play 
and  IS  different  each  time.  The  TRS*80  Color 
version  has  nice  visual  effects  and  sound.  Not 
available  on  OSI.  This  is  the  most  popular 
game  we  have  ever  published. 

32K  TRS  80  COLOR  Version  $24.95. 

Adds  a  second  level  with  dungeons  and 
more  Questing. 

PRICE  AND  AVAILABILITY: 

All  adventures  are  $14.95  on  tape.  Disk 
versions  are  available  on  VIC/COMMODORE 
and  TRS-80  Color  for  $2.00  additional.  $2.00 
shipping  charge  on  each  order. 


Please  specify  system  on  all  orders 

ALSO  FROM  AARDVARK  —  This  is  only  a  partial  list  of  what  we  carry.  We  have  a  lot  of  other  games  (parttcutarly  for  the 
TRS-80  Color  and  OSU,  business  programs,  blank  tapes  and  disks  and  hardware.  Send  $1.00  for  our  complete  catalog. 


g,  AARDVARK 

2352  S.  Commerce,  Walled  Lake,  Ml  48088  /  (31 3)  669-31 1 0 

Phone  Orders  Accepted  8:00  a.m.  to  4:00  p.m.  EST.  Mon.-Fri. 
TRS-80  COLOR  TIMEX/SINCLAIR  COMMODORE  64 

$2.00  shipping  on  each  order 


% 


VIC-20 


July  1983    COMPUTEI    133 


A  Beginner's  Guide 
To  Typing  In  Programs 


A  Change  In  Commodore 
Listing  Conventions 

Commodore  owners  may  notice  some  slightly 
unfamiliar  characters  in  a  few  of  the  programs 
this  month.  We're  making  a  transition  to  new 
listing  conventions  for  Commodore  machines 
which  should  make  typing  in  listings  easier. 

By  next  month,  all  listings  will  conform  to 
the  new  conventions.  Most  of  the  changes  should 
be  fairly  easily  understood.  Brackets  still  indicate 
special  characters,  although  a  few  labels  have 
been  changed  to  make  them  more  nearly  match 
their  equivalent  keys.  For  example,  I  CLEAR]  has 
been  replaced  with  {CLR}.  hi  the  old  conventions, 
underlining  was  used  to  indicate  both  shifted 
characters  and  (for  the  VIC  and  64)  graphics  char- 
acters accessed  with  the  Commodore  logo  key.  In 
the  new  conventions,  underlining  is  used  only  to 
indicate  characters  which  should  be  typed  while 
holding  down  the  SHIFT  key. 

A  new  set  of  brackets  has  been  introduced  to 
indicate  characters  accessed  with  the  Commodore 
logo  key.  Whenever  you  see  a  character  sur- 
rounded by  g3/  yoi-i  should  hold  down  the  Com- 
modore logo  key  and  type  the  indicated  key.  For 
example,  the  graphics  ball  character  is  represented 
by  iQi-  As  with  the  other  brackets,  a  character 
preceded  by  a  number  indicates  how  many  times 
you  should  type  the  specified  character.  For 
example,  §22  T3  means  to  hold  down  the  Com- 
modore key  and  type  T  twenty-two  times. 


BASIC  Programs 

Computers  can  he  picky.  Unlike  the  English  lan- 
guage, which  is  full  of  ambiguities,  BASIC  usually 
has  only  one  "right  v^ay"  of  stating  something. 
Every  letter,  character,  or  number  is  significant. 
Also,  you  must  enter  all  punctuation  such  as 
colons  and  commas  just  as  they  appear  in  the 
magazine.  Spacing  can  be  important.  To  be  safe, 
type  in  the  listings  exactly  as  they  appear. 

Brackets  And  Special  Characters 

The  exception  to  this  typing  rule  is  when  you  see 
the  curved  bracket,  such  as  "{DOWN}".  Any- 
thing within  a  set  of  brackets  is  a  special  character 
or  characters  that  cannot  easily  be  listed  on  a  print- 
er. When  you  come  across  such  a  special  state- 
ment, refer  to  the  appropriate  key  for  your  com- 
puter. For  example,  if  you  have  an  Atari,  refer  to 
the  "Atari"  section  in  "How  to  Type  COMPUTEl's 
Programs." 

134    COMPUTE!    July  1983 


About  DATA  Statements 

Some  programs  contain  a  section  or  sections  of 
DATA  statements.  These  lines  provide  informa- 
tion needed  by  the  program.  Some  DATA  state- 
ments contain  actual  programs  (called  machine 
language);  others  contain  graphics  codes.  These 
lines  are  especially  sensitive  to  errors. 

If  a  single  number  in  any  one  DATA  statement 
is  mistyped,  your  machine  could  "lock  up,"  or 
"crash."  The  keyboard,  break  key,  and  RESET  (or 
STOP)  keys  may  all  seem  "dead,"  and  the  screen 
may  go  blank.  Don't  panic  ~  no  damage  is  done. 
To  regain  control,  you  have  to  turn  off  your  com- 
puter, then  turn  it  back  on.  This  will  erase  what- 
ever program  was  in  memory,  so  always  SAVE  a 
copy  of  your  program  before  you  RUN  it.  If  your 
computer  crashes,  you  can  LOAD  the  program 
and  look  for  your  mistake. 

Sometimes  a  mistypeci  DATA  statement  will 
cause  an  error  message  when  the  program  is  RUN. 
The  error  message  may  refer  to  the  program  line 
that  READs  the  data.  The  error  is  still  in  the  DATA 
statements,  though. 

Get  To  Know  Your  Machine 

You  should  familiarize  yourself  with  your  com- 
puter before  attempting  to  type  in  a  program. 
Learn  the  statements  you  use  to  store  and  retrieve 
programs  from  tape  or  disk.  You'll  want  to  save  a 
copy  of  your  program,  so  that  you  won't  have  to 
type  it  in  every  time  you  want  to  use  it.  Learn  to 
use  your  machine's  editing  functions.  How  do 
you  change  a  line  if  you  made  a  mistake?  You  can 
always  retype  the  line,  but  you  at  least  need  to 
know  how  to  backspace.  Do  you  know  how  to 
enter  inverse  video,  lowercase,  and  cc>ntrol  char- 
acters? It's  all  explained  in  your  computer's 
manuals. 

A  Quick  Review 

1)  Type  in  the  program  a  line  at  a  time,  in  order. 
Press  RETURN  or  ENTER  at  the  end  of  each  line. 
Use  backspace  or  the  back  arrow  to  correct 
mistakes. 

2)  Check  the  line  you've  typed  against  the  line  in 
the  magazine.  You  can  check  the  entire  program 
again  if  you  get  an  error  when  you  RUN  the 
program. 

3)  Make  sure  you've  entered  statements  in  brac- 
kets as  the  appropriate  control  key  (see  "How  To 
Type  COMPUTE !'s  Programs"  elsewhere  in  the 
magazine.) 


Now  the  VIC  20  and  64  can 
communicate  with  PET  peripherais 


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Would  you  like  to  be  able  to  access  any  of  these 
peripherals  from  your  computer? 

1/3  megabyte  disks  (Commodore  4040  drive) 

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1 0  megabyte  disks  (Commodore  9090  hard  disk) 

Printers  including  a  wide  range  of  inexpensive 
IEEE  and  RS232  matrix  and  quality  printers 

IEEE  instruments  such  as  volt  meters,  plotters  etc. 

Now  you  are  no  longer  limited  by  the  VIC  or  the  64*s 
serial  bus.  Simply  by  attaching  INTERPODyou  can 
vastly  increase  the  power  of  your  VIC  20  and  when 
used  with  the  new  64,  INTERPOD  turns  the  computer 
into  a  really  powerful  system. 


With  INTERPOD  the  VIC  and  64  become  capable  of 
running  really  professional  quality  software  such  as 
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many  more. 

INTERPOD  will  work  with  any  software.  No  extra 
commands  are  required  and  INTERPOD  does  not 
affect  your  computer  in  any  way. 

Using  nVTERPOD  is  as  easy  as  this: 

Simply  plug  INTERPOD  into  the  serial  port  of  your 
computer,  power-up  and  you  are  ready  to 
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IEEE  devices  and  any  RS232  printer. 

INTERPOD  costs  #180 


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On  The  Road  With  Fred  D'Ignazio 


Sesame  Street 
And  Interactive  TV 


It  was  like  Super  TV.  I  was  sitting  in  a  folding 
chair  in  the  Grand  Ballroom  at  the  Hyatt  Regency 
Hotel  in  Tampa,  Florida.  In  front  of  me  was  a 
giant  TV  screen.  Behind  me  was  an  audience 
numbering  in  the  hundreds.  Nearby  were  all  sorts 
of  mysterious  high-technology  devices.  Writhing 
across  the  floor,  like  rainbow-colored  pythons 
from  a  tropical  rainforest,  were  dozens  of  cables. 

The  room  darkened.  The  screen  grew  bright. 

A  big,  blue,  scruffy-looking  creature  appeared 
on  the  screen.  It  was  Cookie  Monster.  He  was 
wearing  a  chefs  hat  and  munching  a  chocolate 
chip  cookie.  Crumbs  flew  in  all  directions. 

It  wasn't  TV  after  all.  It  was  a  new  computer 
game  from  the  Children's  Computer  Workshop 
(CCW).  CCW  is  a  new  division  of  Children's 
Television  Workshop  (CTW),  the  producers 
oiScsmfie  Street,  Electric  Compamf,  3-2-1  Contact 
and  other  children's  educational  programs  and 
materials. 

Last  year  CCW  released  its  first  four  electron 
learning  disk  packages: 

Ernie's  Quiz  (For  children  4  to  7)* 

Instant  Zoo  (Ages  7  to  10)* 

Spotlight  (Ages  9  to  13)'^ 

Mix  and  Match  (For  the  whole  family) 

Each  package  contains  four  programs  that 
run  on  a  48K  Apple.  The  starred  packages  (*)  re- 
quire Integer  BASIC.  The  unstarred  package  (Mix 
and  Match)  requires  Applesoft  BASIC.  Ernie's  Quiz 
and  Spotliglit  require  paddles.  All  packages  are 
more  effective  if  you  have  a  color  TV.  The  packages 
each  cost  $49.95.  For  more  information,  contact 
your  local  Apple  dealer,  or  write: 

Apjple  Computer  Company 
20525  Mariaui  Avenue 
Cupertino,  CA  95014 
40SI996-W10 

Cookie  Monster  Munch 

Barbara  Stewart,  a  project  manager  from  CCW, 

136    COMPUTE!     Juiy19a3 


had  brought  Cookie  Monster  to  the  Hyatt  Regency 
Hotel  in  Tampa.  The  occasion  was  the  third 
annual  Florida  Instructional  Computing  Confer- 
ence, one  of  the  largest  regional  educational 
computing  conferences  in  the  country,  held  from 
March  28-30. 

Barbara  was  the  conference's  keynote 
speaker.  In  her  speech,  she  announced  that  CCW 
was  producing  a  new  line  of  educational  programs 
for  the  Radio  Shack  Color  Computer  (16K)  and  for 
the  Atari  2600  VCS  computer  and  game  system. 
CCW  plans  to  develop  each  cluster  of  programs 
on  a  particular  machine  and  have  the  computer 
manufacturer  distribute  them  through  its  standard 
outlets.  Eventually,  at  least  one  set  of  CCW  pack- 
ages will  be  available  for  many  of  the  bestselling 
computers.  In  1983,  CCW  will  be  producing  24 
children's  learning  games.  Half  of  the  games  will 
be  for  classroom  use,  half  for  home  use. 

Cookie  Monster  Munch  is  typical  of  the  new 
Atari  games.  The  game  is  a  numerical  maze  game 
for  kids  ages  three  to  seven.  It  comes  with  a  color- 
ful booklet  explaining  how  the  game  works.  The 
Table  of  Contents  and  other  sections  are  all  hand 
printed,  as  if  by  Cookie  himself.  I  like  the  ''Note 
to  Parents"  at  the  beginning  of  the  booklet-  Also, 
a  symbol  of  a  parent  with  his  or  her  arm  around 
the  shoulders  of  a  child  is  used  throughout  the 
booklet.  The  symbols  are  accompanied  by  sug- 
gestions to  increase  and  enrich  parent-child  inter- 
actions with  the  computer  and  loith  each  other. 

And  how  do  the  kids  and  their  parents  inter- 
act with  the  computer?  They  use  the  new  Atari 
Kid's  Controller.  CCW  worked  with  Atari  to  de- 
velop the  Controller.  It's  a  large  numerical  keypad 
with  big  buttons  and  is  very  sturdy.  It  plugs  into 
the  left  controller  jack  at  the  back  of  the  Atari  2600 
VCS  and  is  an  easy-to-use  keyboard  or  joystick 
for  game  play.  Each  CCW  package  contains  a 
colorful  plastic  overlay  that  fits  atop  the  Kid's 
Controller. 


Complete  Personal  Accountant: 
we've  made  the  best 
much  more  friendly. 


If  you  have  any  doubts  that  we  offer  the  best  and 
most  complete  personal  financial  package  available, 
look  over  the  features  listed  below.  Now  we  have 
the  only  package  with  full  screen  editing  for  Atari 
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with  each  entry;  manages  checks, 
charges,  deposits,  and  interest  quick-  a 
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maximum  of  user  flexibilty  with 
up  to  99  accounts  plus  9  sub- 
categories may  be  defined. 
3,CHECKSEARCH-muh 
ti-reference;  tracks  items 
on  every  field  including 
tax  deductibles. 

4.  NET  WORTH/ 
INCOME/EXPENSE     ' 
STATEMENT- 
know-exactly- 
where-you-stand      ^ 
program  generates 
statements  with  the  ^ 
touch  of  a  key.  ^^ 

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BUDGET  ANALYSIS-an 
absolute  necessity  in  financial 
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6.  CHECK  WRITER-prints 
personalized  checks?* 


7.  PAYMENTS/APPOINTMENTS  CALENDAR- 
monthly  displays  of  up  to  250  bills  and  200 
appointments. 

8.  COLOR  GRAPH  DESIGN  PACKAGE -graphs 
all  monthly  files. 

9.  MAILING  LIST— maintains  all  records, sorts  by 
name  or  zip,  allows  add/change/delete. 

10.  FRIENDLY  USER  MANUAL-complete 

with  indexing,  flow  charts  and  diagrams;  the 
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.    This  all  adds  up  to  the  finest  personal 
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Plus,  ours  is  the  only 
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$36.95  cassette;  Fea- 
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diskette,  $26.95  cassette; 
Features  7, 8  and  9:  $29.95 
diskette,  $26.95  cassette;  or 
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respectively  by  buying  the 
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kette, S74.95  cassette. 


It  notice.  See  your  Jocal  dealer  or  order  direct.  New  catalog  avaMabte. 
Add  S 3.00  tor  postage  and  handling.  Credit  card  orders  call  toll  free: 

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P.O.  box  3470,  dept.  C,  chapel  hill,  north  Carolina  27514, 919-967-0861 


Cookie  Monster's  Munch  for  the  Atari 

Cookie  Monster  Munch  is  a  maze  game,  so  the 
child  has  to  make  characters  in  the  game  move  up 
and  down,  left  and  right,  through  the  maze.  Ac- 
cordingly, the  overlay  has  a  big  picture  of  Cookie 
Monster  and  designates  buttons  (hidden  under- 
neath the  overlay)  as  movement  buttons  with  big 
arrov^s  for  all  four  directions.  It's  so  easy  to  use 
that  even  toddlers  with  small  hands  and  adults 
with  keyboard  phobia  will  be  able  to  play. 

Another  nice  feature  of  the  games  is  the  Read 
Aloud  Story  in  the  beginning  of  each  booklet. 
With  personal  computer  graphics  (especially  VCS 
graphics)  still  at  a  relatively  primitive  level,  the 
images  of  the  Sesame  Street  characters,  like  Cookie 
Monster,  are  nowhere  near  as  nice  looking  as 
they  are  on  TV.  But  the  story  helps  remedy  this 
problem.  It  engages  tlie  child's  ami  the  parent's  imagi- 
nation, and  it  gives  the  simple  lookiiig  gatiie  on  the  TV 
display  meaning  and  depth. 

Cookie  Monster  discovers  a  chocolate  chip 
cookie  garden.  He  begins  running  around  the 
garden  picking  up  cookies.  He  takes  the  cookies 
and  puts  them  in  his  cookie  jar.  Cookie's  inten- 
tions are  sensible,  but  he  can't  resist  eating  the 
cookies  before  he  makes  it  to  the  jar.  A  little  kid 
appears  -  the  Cookie  Kid.  Cookie  Kid  tries  to  col- 
lect the  cookies  and  put  them  in  the  jar  before 
Cookie  can  eat  them. 

The  paths  in  the  cookie  garden  are  like  a  maze. 
There  are  ten  different  game  levels  and  mazes. 
The  easier  games  are  one-person  games.  The 
harder  games  are  one-  and  two-person  games. 

Like  the  Sesame  Street  TV  program,  the  games 
are  designed  as  entertaining  ways  to  teach  kids 
prereading  skills.  The  kids  get  to  move  Cookie 
Monster  or  the  Cookie  Kid  through  the  mazelike 

138    COMPUTE!     July  1983 


cookie  garden.  Tracing  the  maze  pattern  while 
remaining  within  its  borders  helps  kids  practice 
the  hand-eye  coordination  they'll  need  for  begin* 
ning  reading  and  writing.  Also  they  learn  to  follow 
directional  arrows  and  become  familiar  with  the 
relational  concepts  of  up,  down,  left,  and  right. 

Peanut  Butter  Panic 

Here  are  some  other  new  CCW  games: 

•  Ernie's  Magic  Shapes.  This  is  a  home  game 
for  kids  ages  three  to  six  that  runs  on  the  TRS-80 
(16K)  Color  Computer,  Kids  help  Ernie  zap  geo- 
metric shapes  and  use  them  to  build  colorful 
figures.  The  games  help  kids  develop  classification 
skills  including  matching  shapes,  recognizing 
embedded  figures,  structuring  parts  of  an  object 
into  a  meaningful  whole,  and  discriminating  be- 
tween similar  and  different  shapes. 


Ernie's  Magic  Shapes  on  T  RSI  SO  Color  Computer  16K. 

•  Grover's  Number  Rover,  This  is  a  home  game 
for  kids  ages  three  to  six  that  runs  on  the  (16K) 
Color  Computer.  Grover  floats  across  the  top  of 
the  screen  in  his  Number  Rover.  The  child  helps 
Grover  find  the  answer  to  his  arithmetic  problem. 
When  the  child  discovers  the  number  that  solves 
Grover's  problem,  Grover  picks  up  that  number 
of  Twiddlebugs,  This  is  a  humorous  part  of  the 
game.  The  Twiddlebugs  are  upside  down. 


Grover's  Number  Rover  oh  TRS/SO  Color  Computer  16K. 


Let  your  VIC20 
TALK  TO  YOU 

with  our 
Votrax  Based 

"voice  synthesizer" 


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Adventures 

Talking 

Action 

Games 


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You  can  easily  program  your    voice    synthesizer 
to  give  you  real  sound  adventures  and  talking  ac- 
tion   games.    With    our    speech    editor  you  can 
create  words  and   sentences    using    easy  to  read 
symbols  that   translate  into  data  statements  to  be 
used  in  your  own  custom  programs. 


Voice  Synthesizer 

Special   Synthesizer  Speaker  * 


$109.00 
Sale  $79.00 

List  $19.95 

Sale  $14.95 


Word  Creator  Editor  Tape   and  manual  *  List  $14.95 

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Phont  312/332*5244  to  ordtr 


July  1983    COMPUTE!     139 


•  Taxi.  This  is  a  home  game  for  kids  ages 
seven  and  up  that  runs  on  the  16K  Color  Com- 
puter. This  is  a  junior  adventure  game.  Kids  get 
to  operate  a  two-cab  company  in  any  one  of  six 
cities  around  the  world.  They  pick  up  passengers, 
deliver  them  to  their  destinations,  and  earn  fares 
and  tips.  The  game  encourages  visual  problem- 
solving  in  a  cooperative  environment. 


Screen  from  Taxi  ^\^ame  on  TRS/SO  Color  Cowpiifer  16K. 

•  Peanut  Butter  Panic,  This  is  another  funny 
game.  It  is  a  home  game  for  kids  seven  and  up 
that  runs  on  the  16K  Color  Computer.  Two  little 
nutniks  try  to  catch  stars  that  zip  by  above  them 
in  the  sky.  Kids  control  the  nutniks  and  launch 
them  from  a  platform  that  resembles  a  giant 
seesaw.  The  nutniks  can  jump  up  and  down  on 
their  own,  or  two  kids  can  launch  them  from  the 
seesaw. 

When  the  nutniks  jump  up  and  down  they 
lose  weight  and  get  real  skinny.  When  they  get 
skinny,  they  can't  jump  as  high.  To  get  fat  again 
they  have  to  eat  peanut  butter  sandwiches.  They 
build  a  peanut  butter  sandwich  by  catching  stars. 
They  have  to  watch  out  for  mean  snarfs  who  swoop 
down  out  of  the  sky  and  steal  their  sandwiches. 


The  primary  objective  of  this  delightful  game 
is  teamwork  and  cooperation. 

•  Picture  Place.  This  school  game  is  for  kids 
ages  five  and  up.  (1  think  that  it  is  a  good  game 
for  preschoolers,  too.) 

Kids  get  to  choose  a  picture  from  a  library  of 
six  background  scenes,  including  a  city  and  a 
countryside.  At  the  bottom  of  the  screen  are  word 
boxes  with  words  inside  like  dragon,  car,  bicycle, 
family,  and  castle.  Kids  choose  a  word  by  moving 
a  joystick  and  positioning  a  big  "cursor  box''  so 
that  it  overlaps  with  one  of  the  word  boxes.  They 
pick  up  the  word  box  and  move  it  up  the  screen 
and  position  it  on  the  background  scene.  Then, 
when  they  press  the  RETURN  button,  the  word 
transforms  into  a  picture.  For  example,  the  word 
"dragon"  becomes  a  picture  of  a  dragon,  set  in 
the  world  pictured  in  the  background  scene. 

CCW's  Values  And  Goals 

Barbara  Stewart  thinks  that  personal  computers 
will  evolve  into  "interactive  TV,"  She  wants  to 
create  programs  for  TV  that  will  accomplish  the 
same  goals  as  the  Sesame  Street  programs  on  regu- 
lar TV.  The  programs  will  focus  primarily  on  de- 
veloping math  and  reading  readiness  skills.  But 
thev  will  also  stress  certain  fundamental  Sesame 


Mm 


1^ 
1^ 


ujomori 

:=J  hi  e  s^  p 

O 

the 

hou^e 

f^nc^ 

end 

Screen  froui  Peanut  Butter  Panic  o/j  TRS/80  Color 
Computer  J6K. 

140     COMPUTE!     July  1983 


Screen  from  Picture  Place  on  TRS/SO  Color  Computer  32K, 

Street  values,  including  teamwork,  cooperation, 
and  nonsexist,  nonviolent,  pro-social  plav. 

The  programs  are  to  be  appropriate  to  their 
target  age  group  and  appealing  to  both  girls  and 
boys.  They  should  meet  educational  goals  for 
children  of  each  age  group  and  development  level. 
They  should  be  easy  to  understand,  easy  to  play, 
and  nonjudgmental.  They  should  not  frustrate 
children.  Instead,  they  should  encourage  a  child 
to  grow  and  improve  his  or  her  self-image. 

If  these  games  prove  to  be  as  thoughtfully 
and  as  creatively  executed  as  Sesame  Street  itself, 
children  (and  parents)  everywhere  can  look 
forward  to  exceptionally  rewarding  educational 
experiences  via  "interactive  television."  © 


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Series  on  disk 

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Computer  Science  (30  programs)  S350 

650  Logger  19.95 

645  Assembly  Language 

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651  Ape  Craze  19.95 

Tutor  14.95 

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652  Centropod  19.95 

687  Fractional  Parts  14.95 

HS  Physics  (60  programs)  $475 

653  Escape  19.95 

902  Estimating  Fractions  14.95 

HS  SAT  Drill  (60  programs)  899. 

641   Monopoly  19.95 

695  Tutor  Math  14.95 

Elem.  Social  Studies  (18  pr.)  $225 

642  Adventure  #1  19.95 

870  Square  Root  Trainer  14.95 

Elem.  Science  (18  programs)  $225 

648  Galactic  Encounter  9. 

699  Counting  Shapes  14.95 

Elem.  Library  Science  (12  pr.)  S170 

667  Yahtzee  14.95 

694  Money  Addition  14.95 

Librarians  Package  (4  utilities)  $110 

671   Robot  Blast  14.95 

689  Math  Dice  14.95 

3rd  Grade  Reading  (20  lessons)  $99. 

673  Moon  Lander  14.95 

678  Speed  Read  14.95 

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676  Othello  14.95 

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686  Horserace-64  14.95 

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692  Snake  14.95 

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Spanish  Teaching  (12  lessons)  $95. 

697  Football  14.95 

696  Diagramming 

PARTS  OF  SPEECH  (9  lessons)  $95. 

819  Backgammon  24.95 

Sentences  14.95 

822  Space  Raider  19.95 

690  More/Less  14.95 

BUSINESS 

846  Annihilator  19.95 

688  Batting  AVERAGES  14.95 

842  Zwark  19.95 

802  TicTacMath  16.95 

(all  on  disk) 

845  Grave  Robbers  13.95 

904  Balancing  Equations  14.95 

WORD  PRO  3+   95.00 

841  Pirate  Inn  Adv.  22.95 

905  Missing  Letter  14.95 

DATAMAN-64  data  base  program.  49.95 

904  Shooting  Gallery  14.95 

864  Gradebook  15. 

PERSONAL  FILING  SYSTEM 

816  Dog  Fight  19.95 

810  French  1-4  80. 

(index  card  style)  19.95 

817  iVlouse  Maze  19.95 

811  Spanish  1-4  80. 

HOME  FINANCE  19.95 

818  Ski  Run  22. 

807  English  Invaders  16.95 

CYBER  FARMER  $195. 

820  Metro  22. 

809  Munchword  16.95 

GA  1600  Accounting  System  395. 

823  Sub  Warfare  29. 

812  Puss  IN  Boot  20. 

PERSONAL  TAX  80. 

838  Retroball  39.95 

813  Word  Factory  20. 

ACCOUNTS  RECEIVABLE  22. 

(cartridge) 

660  Hang-Spell  14.95 

New  York  State  Payroll  89. 

839  Gridrunner  39.95 

905  Division  Drill  14.95 

MAILING  LIST  24. 

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906  Multiplic.  Drill  14.95 

Manufacturing  Inventory  59. 

825  Minefield  13. 

907  Addition  Drill  14.95 

Stock  Market  Package  39. 

672  Dragster  14.95 

908  Subtraction  Drill  14.95 

Finance  16.95 

662  Oregon  Trail  14.95 

910  Simon  Says  14.95 

679  3'DTicTacToe  14.95 

911  Adding  Fractions  14.95 

655  Castle  Advent.  14.95 

912  Punctuation  14.95 

ORDERING  BLANK 

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FRIENDS  OF  THE  TURTLE 


David  D  Thornburg,  Assocote  Editor 


PILOT  And  Logo  ^  A  Tale  Of  Two 
Languages 

PILOT  and  Logo  are  two  of  the  most  popular  user- 
friendly  computer  languages  available  for  personal 
computers.  Because  Atari  PILOT  and  Apple 
Super  PI  LOT  both  contain  a  powerful  turtle 
graphics  environment,  manv  people  wonder  if 
PILOT  might  not  be  a  substitute  for  Logo. 

As  I  will  show,  Logo  and  PILOT  are  quite 
different  languages.  Although  thev  can  be  used 
for  many  of  the  same  applications,  each  language 
has  special  features  that  make  it  more  appropriate 
for  some  applications  than  for  others.  The  goal  of 
this  article  is  to  provide  enough  information  about 
both  languages  to  aid  someone  who  is  trying  to 
decide  which  to  use,  !  will  assume  that  vou  are 
already  familiar  with  turtle  graphics. 

PILOT 

PILOT  stands  for  Programmed  Inquiry,  Learning 
Or  Teaching.  It  was  so  named  by  its  developer, 
John  Starkweather,  because  he  wanted  to  create  a 
programming  language  tl^at  easily  allowed 
teachers  to  generate  computer-aided  instructional 
materials.  Research  in  the  late  1960s  by  Dean 
Brown  showed  that  PILOT  was  also  a  good  pro- 
gramming language  for  children. 

The  key  to  PILOT'S  appeal  is  its  simple  com- 
mand structure  and  powerful  ability  to  manipulate 
text-oriented  material.  At  its  core,  PILOT  has  onlv 
eight  commands,  yet  these  eight  commands  allow 
the  creation  of  quite  sophisticated  programs.  The 
core  commands  for  PILOT  are  shown  below^: 

PILOT 

Command   Function 

T:  Vypes  k'xt  and  variables  on  the  screen. 

A:  /\cccpts  input  from  the  keybuard. 

M:  Matches  words  or  phrases  against  the  result  ot  the 

most  recent  accept  com mtind. 

J:  /mnps  execution  tcKi  label. 

U:  t  /ses  a  la  be  I  ed  p  rticed  u  re , 

C :  Co  m  p  u  t  es  I  he  \  a  1  Lie  o  f  a  va  r  i  a  bl  e . 

R:  a  1 1  o  \vs  K  e  m  a  r  ks  to  be  add  ed  to  a  p  roced  u  re . 

E :  En d s  a  p rog ra m  or  p roced u re . 

142     COMPUTE!     July  1983 


Notice  that  none  of  these  commands  has 
anything  to  do  with  graphics.  The  incorporation 
of  turtle  graphics  in  PILOT  is  a  fairly  recent  event. 
Also,  most  versions  of  PILOT  have  additional  text 
manipulation  commands  that  add  significantly  to 
its  power. 

Core  PILO Ts  most  powerful  command  is 
M:,  the  match  command.  To  see  why  this  com- 
mand is  so  powerful,  consider  the  following 
PILOT  procedure: 

^QUESTION! 
T:  WHAT  GROWS  ON  TREES? 
A: 

M:  MOSS,  LEAVES,  BUGS,  INSECTS,  NEEDLES 
TY:  YOU  ARE  CORRECT 
TN:  ARE  YOU  SURE?  LET'S  TRY  AGAIN. 
JN:  "^QUESTION! 
E: 

This  PILOT  procedure  works  in  the  following 
way.  First,  a  c]uestion  is  typed  on  the  screen.  The 
user  then  types  a  response  that  is  saved  in  the 
"accept  buffer."  The  match  command  then  checks 
to  see  if  any  of  the  words,  MOSS,  LEAVES,  etc., 
appear  anywhere  in  this  buffer.  If  there  is  a  match, 
a  ''yes  flag"  (Y)  is  set  to  be  true  and  a  "no  flag" 
(N)  is  set  to  be  false.  The  execution  of  any  PILOT 
command  can  be  made  conditional  on  the  status 
of  these  flags  by  entering  Y  or  N  after  the  command 
name.  For  example,  the  command  TY:  will  print 
on  the  screen  only  if  the  yes  flag  is  true.  The  JN: 
command  causes  the  procedure  to  be  used  over 
again  if  the  Liser's  response  is  not  matched. 

As  a  result  of  PILOT'S  ability  to  manipulate 
words  ancH  phrases,  many  of  the  early  uses  of 
PILOT  by  chiklren  involved  the  creation  of  word 
games  and  "poetry  generators." 

What  About  PILOT  Graphics? 

As  mentioned,  graphics  is  a  recent  addition  to 
PILOT.  Turtle  graphics  is  incorporated  through 
the  use  of  special  ctMnmands.  In  Atari  PILOT,  for 
example,  this  conniiand  is  GR:  followed  by  specific 
graphics  instructions.  The  fundamental  graphics 
commands  allow  the  turtle  to  be  moved  in  its  pre- 
sent heading  or  to  have  its  heading  changed. 


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Here's  a  list  of  the  more  commonly  used  Atari 
PILOT  graphics  commands: 


PILOT 
Command 


Function 


GR:  DRAW  x  Draws  a  line  of  length  x  in  the  pruseiit 

heading. 
GR:  TURNx  Rotates  the  turtle  bvx  degrees. 

GR:  PEN  UP  Raises  the  turtle's  pen . 

GR:  PEN  YELLOW    Sets  the  pen  color  tti  yellow  and  sets 

the  pen  down. 
GR:  GOTO  x,  y  Moves  ihe  turtle  to  absolute  coordinates 

x,y. 
GR:TURNTOx         Rotates  the  turtle  to  absolute  orientation 

of  X  degrees  measured  to  the  right  vi 

straight  up. 

These  commands  (and  several  others)  allow 
the  creation  of  procedures  that  draw  complete 

figures.  For  example,  the  PILOT  procedure  sliown 
below  draws  a  square  50  units  on  a  side: 

^SQUARE 

GR:  4(DRAW  50  ;  TURN  90) 
E: 

To  use  this  procedure,  one  would  type: 

U:  *SQUARE 

Logo 

Logo  is  a  computer  Language  that  was  designed 
by  Seymour  Paper t  to  be  an  easy,  yet  powerful 
tool  w^hich  would  let  children  use  the  computer  to 
explore  topics  on  their  own.  While  designed  to  be 
used  by  children,  Logo  is  a  user-friendlv  version 
of  the  tremendously  powerful  language,  LISP. 
Since  LISP  is  the  language  of  choice  for  many 
researchers  in  the  field  of  artificial  intelligence, 
clearly  Logo  is  a  programming  language  for  adults 
as  well. 

The  key  to  Logo's  appeal  is  its  simple  sv^ntax 
(compared  with  LISP)  and  its  ability  to  manipulate 
data  structures  called  lists,  A  list  is  a  collection  of 
words,  Logo  commands,  numbers,  or  other  lists, 
Logo  allows  lists  to  be  constructed,  modified, 
examined,  reordered,  and  (if  the  list  consists  of 
Logo  procedures  or  primitive  commands)  execu- 
ted. Here  are  some  core  Logo  commands  w^hich 
are  comparable  to  the  core  PILOT  commands: 

Logo 

Command         Function 


PRINT  Prints  a  list  of  text  on  the  screen. 

READLIST     Reads  a  list  from  the  keyboard. 

M E M B E RP     A  pre d i ca  t e  t h a t  ni a tch es  a  wo rd  aga i n s 1 1 h e 

elements  of  a  list. 
MAKE  Assigns  (or  "binds")  a  number,  ward,  or  list 

to  a  variable  named  by  a  word. 
END  Ends  a  procedure. 

FIRST  Returns  the  first  element  of  a  list. 

BUTFIRST      Returns  ail  but  the  first  element  of  a  list. 
LAST  Returns  the  last  element  of  a  list. 

BUTLAST       Returns  ail  but  the  last  element  of  a  list. 

Notice  that  none  of  these  commands  has  any- 
thing to  do  wath  graphics.  Turtle  graphics  was 

144     COMPUH!    July  1983 


incorporated  into  Logo  after  the  language  had  been 
in  use  for  a  while.  The  list  of  Logo  primitives  shown 
above  is  quite  incomplete,  but  it  allows  us  to  build 
a  procedure  comparable  to  the  QUESTION!  pro- 
cedure we  wrote  in  PILOT: 

TOQUESTIONl 

PRINT  IWHAT  GROWS  ON  TREES?] 
MAKE  "ANSWER  READLIST 
TEST  MEMBERP  FIRST  :ANSWER  [MOSS 
LEAVES  BUGS  INSECTS  NEEDLES] 
IFTRUE  [PRINT  [YOU  ARE  CORRECT!! 
IFFALSE  IPRINT  lARE  YOU  SURE?  LET's 
TRY  AGAIN] 
QUESTIONl] 
END 

This  procedure  performs  a  function  similar  to 
that  of  the  PILOT  procedure  except  that  it  only 
looks  to  see  if  the  first  word  on  the  answer  is  con- 
tained in  the  answer  list.  The  commands  following 
the  words  IFTRUE  are  executed  only  if  the  result 
of  TEST  is  true.  If  the  result  is  false,  the  commands 
following  IFFALSE  are  executed  instead.  Notice 
that  a  Logo  procedure  is  treated  just  as  if  it  were  a 
Logo  primitive.  To  execute  the  procedure  QUES- 
TIONL you  merely  type  its  name. 

As  with  PILOT,  many  of  the  early  uses  of 
Logo  by  children  involved  the  creation  of  word 
games  and  poetry. 

What  About  Logo  Graphics? 

A  list  ot  the  more  common  Logo  turtle  graphics 

commands  is  shown  below: 

Logo 

Command  Function 

FORWARD  X  Dnnvs  a  line  of  length  x  in  the  present 

iieading, 
RIGHT  X  Rotates  the  turtle  bv  x  degrees. 

PENUP  Raises  the  turtle's  pen. 

PEN  DOWN  Sets  the  pen  down. 

S ETPO S  X  y  Maw s  t h e  tin- 1 i e  to  a bst^l u te  coord i n a tes  x , y . 

SETHEADING  x    Rotates  the  turtle  to  absolute  orientation 

of  X  degrees  measured  to  the  right  oi 

straight  up. 

These  commands  (and  several  others  such  as 
BACK  and  LEFT)  allow  the  creation  of  procedures 
that  draw  complete  figures.  For  example,  the  fol- 
lowing procedure  draws  a  square  of  any  size: 

TO  SQUARE  :SIZE 

REPEAT  4  [FORWARD  :S!ZE  RIGHT  90] 
END 

To  use  this  procedure  to  draw  a  square  50  units 
on  a  side,  one  would  enter: 

SQUARE  50 

Differences  Between  Logo  And  PILOT 

The  previous  sections  have  suggested  that  PILOT 
and  Logo  are  similar  in  application  areas  and  syn- 
tax. In  fact,  there  are  some  major  differences  be- 
tween the  languages  that  may  cause  one  to  be 
clearly  the  language  of  choice  for  a  particular  task. 


For  example,  PILOT  makes  it  very  easy  to  create 
programs  in  which  the  contents  of  variables  are 
printed  along  Hith  text.  Also,  the  match  command 
will  compare  each  element  of  a  list  with  the  entire 
response.  In  Logo,  you  would  have  to  write  a 
procedure  to  do  this. 

Another  important  feature  of  PILOT  is  its 
compactness.  Most  Logo  implementations  require 
large  amounts  of  RAiVI.  Most  (but  not  all)  versions 
of  PILOT  will  operate  in  16K  of  RAM  with  plenty 
of  space  left  for  the  user's  program. 

In  terms  of  overall  symbol  manipulation, 
Logo  is  the  more  powerful  of  the  two  languages. 
The  ability  to  write  programs  that  generate  other 
programs  is  of  great  utility  when  constructing 
environments  that  "learn  from  experience."  The 
fact  that  user-defined  procedures  are  treated 
exactly  as  if  they  were  Logo  primitives  gi\es  Logo 
a  feature  called  extensibility.  This  means  that  you 
can  add  new  words  to  Logo's  vocabulary  (as  we 
did  with  QUESTIONl  and  SQUARE).  There  is  no 
need  in  Logo  for  the  jump  or  use  commands.  To 
execute  a  procedure,  you  just  type  its  name. 

Logo  also  supports  local  variables.  This  means 
that  the  value  associated  with  a  variable  is  assigned 
to  the  specific  procedure  (and  level)  in  which  it  is 
used.  This  allows  you  to  write  procedures  that 
use  themselves  recursively.  For  more  information 
on  this  topic,  you  might  want  to  read  the  "Friends 
of  the  Turtle"  columns  on  recursion  that  appeared 
a  few  months  back. 


Logo's  turtle  graphics  commands  are, 
perhaps,  easier  to  grasp  than  PILOT'S,  but  there 
are  indications  that  this  will  not  always  be  the 
case  as  new  versions  of  PILOT  are  likely  to  become 
more  "Logo- like." 

Apart  from  these  differences,  Logo  and 
PILOT  both  encourage  a  procedure-oriented 
programming  style  that  makes  complex  programs 
easy  to  read  and  correct. 

I  use  both  languages  regularly  and  find  that  I 
would  be  reluctant  to  abandon  either  one.  Your 
application  areas  might  indicate  that  one  of  these 
languages  has  a  clear  advantage  over  the  other. 
No  matter  which  you  choose,  you  will  be  using  a 
language  that  allows  the  creation  of  very  sophisti- 
cated and  powerful  programs. 

Notes  From  All  Over 

1  have  just  heard  from  my  Argentinian  friend, 
Horacio  Reginni,  who  has  just  started  the  Asocia- 
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July  1983     COMPUTi!     145 


Learning  With  Computers 


Glenn  M,  Klefnnan 


A  Library  At  Your  Fingertips 


The  ability  to  use  computers  to  efficiently  access, 
organize,  and  analyze  information  is  becoming  a 
critically  important  skilL  In  fact,  knowing  how  to 
use  computerized  information  bases  is  rapidly 
becoming  as  important  as  knowing  how  to  use  a 
library.  People  in  many  occupations  -  travel 
agents,  bank  tellers,  librarians,  stockbrokers,  and 
insurance  agents  -  already  use  computerized  in- 
formation bases  every  day.  Doctors,  lawyers, 
scientists,  teachers,  and  many  others  will  be  added 
to  the  list  in  the  next  few  years. 

There  are  many  computerized  information 
bases.  In  this  column,  I  discuss  my  favorite  one, 
which  is  called  DIALOG,  DIALOG  is  the  world's 
largest  computer  storehouse  of  information  avail- 
able to  the  public.  It  contains  over  170  data  bases 
with  a  total  of  more  than  75  million  records  of 
references,  abstracts,  and  statistical  data  on  a  great 
diversity  of  topics.  A  simple  set  of  commands  lets 
you  locate  information  quickly  and  easily.  Widely 
used  by  libraries  and  businesses,  DIALOG  and  its 
new  cousin.  Knowledge  Index,  can  also  be  used  by 
schools  and  individuals. 

To  use  DIALOG,  you  need  a  terminal  or  a 
computer  with  the  hardware  (a  modem  and  inter- 
face) and  software  to  make  it  function  as  a  termi- 
nal. You  also  need  an  account  number  on  the 
DIALOG  system  and  a  telephone.  Like  other  large 
data  base  systems,  DIALOG  uses  special  networks 
(Telenet  and  Tymnet)  so  you  can  access  it  with  a 
local  telephone  call  from  most  places  in  the  United 
States. 

An  Example  Information  Search 

I've  recently  used  DIALOG  to  search  for  informa- 
tion about  one  of  mv  main  professional  interests, 
the  use  of  computers  by  children  who  have 
learning  disabilities.  There  has  not  been  a  great 
deal  of  research  in  this  area,  and  reports  of  the 
research  that  has  been  done  are  scattered  in  many 
different  journals  and  books.  A  data  base  on  the 
DIALOG  system,  called  ERIC,  lets  me  search  an 
enormous  body  of  literature  for  relevant  refer- 
ences, and  to  do  so  in  a  few  minutes. 

146     COMPUTE!    July  1983 


ERIC  is  an  acronym  for  Educational  Resources 
Information  Center.  It  is  an  index  to  the  contents 
of  more  than  700  journals  in  education,  as  w^ell  as 
a  large  number  of  books,  technical  reports,  con- 
ference papers,  government  agency  reports,  and 
other  documents.  It  contains  approximately 
500,000  references,  dating  back  to  1966,  The  index 
is  kept  up-to-date  and  about  3,000  references  are 
added  each  month. 

All  the  information  about  each  journal  article 
or  document  is  grouped  together  into  what  is 
called  a  record.  Each  record  contains  the  title,  au- 
thor, journal  and  date  of  publication  (or  other 
information  neecied  to  locate  the  actual  docu- 
ment), the  language  in  which  it  is  written,  a  set  of 
descriptive  (subject  indexing)  terms  and  an 
abstract  (short  summary).  The  descriptive  terms 
are  keywords  which  characterize  the  contents  of 
the  document.  There  is  also  a  Thesaurus  of  ERIC 
Descriptors  which  enables  you  to  find  the  best 
descriptor  terms  for  each  topic. 

The  many  volumes  of  printed  ERIC  indexes 
are  familiar  to  many  educators  and  researchers. 
For  some  of  my  articles  and  research  projects  in 
years  past,  I've  spent  hours  scanning  through 
many  pages  of  small  print,  hunting  for  relevant 
references.  I  can  now  accomplish  the  same  work 
in  a  few  minutes  via  the  computer  on  my  desk. 

After  using  a  modem  and  telephone  to  con- 
nect my  computer  to  the  DIALOG  computer,  I 
enter  my  account  number  and  password.  My 
search  for  references  about  computers  and 
learning  disabled  children  then  proceeds  as  shown 
below.  (In  some  cases,  I  have  slightly  altered  the 
computer's  response,  leaving  out  code  numbers 
and  other  extraneous  information  and  spelling 
out  abbreviations  for  clarity.) 

First,  I  tell  the  system  I  want  to  use  the  ERIC 
data  base  (which  happens  to  be  number  1).  I 
enter: 

BEGIN  1 

(My  commands  will  be  underlined  throughout 

this  column.)  The  computer  responds: 


NEW  MIHTI-USER  SOFTWARE  LETS  THE  WHOLE  FAMILY 
SHARE  IN  THE  JOY  OF  LEARNING. 


Is  the  personal  computer  doing  all  it  can  to  help 
our  children  learn? 

To  some  degree,  no,  although  it's  not  lair  to  blame 
it  entirely  on  the  computer.  After  all.  computers  are 
only  as  good  as  their  software. 

How  can  we  improve  this  situation? 

A  solution  already  exists.  But  first,  some  back- 
ground. 

Where  personal  computers  fail. 

For  years,  studies  have  shown  that  children  learr 
more  efficiently  in  gmup  situations.  Peer  groups,  for 
example,  motivate  slower  learners  to  persevere. 
Groups  of  older  and  younger  children  encourage 
divergent  thinking.  Even  the  simple  "group"  of  a 
parent  and  child  promotes  faster  acceptance  of 
new  ideas  by  combining  education  with  trust 
and  confidence. 

But  personal  computers  and  their  programs  are 
designed  to  be  personal.  One  computer,  one  child. 
It's  hard  for  anyone  else  to  be  part  of  the  learning 
experience,  even  you. 

At  least  not  until  today, 

A  simple  solution. 

When  tv/o  educational  researchers,  Dr.  Matilda  But* 
ler  and  Dr  William  Paisley,  observed  this  problem 
they  proposed  an  interesting,  yet  sinnple,  solution. 
Instead  of  writing  programs  that  shut  out  brothers, 
sisters,  friends,  and  parents,  why  not  give  everyone 
the  opportunity  lo  share  learning  simultaneously.  This 
one  idea  sparked  an  entire  line  of  unique  educationaJ 
programs  and  gave  birth  to  a  new  company  Edupro. 

Software  that  shares. 

With  Edupro's  Microgroup'"  computer  programs, 
up  to  eight  players  v^ork  at  solving  math,  language, 
social  studies,  or  science  problems  which  are  pre- 
sented as  contests,  races,  and  puzzles.  The  players 
vmk  together,  either  competitively  or  cooperatively 
as  they  race  against  time,  each  other,  or  both. 

The  Math-Race  program,  for  example,  converts 
your  computer  into  an  electronic  race  track  where 
children  compete  to  answer  math  problems  and 
advance  toward  the  finish  line.  Picture-Play  encour- 
ages everyone  to  create  pictures  together,  teaching 
both  spatial  relationships  and  the  value  of  coopera- 
tion. And  Team-Work  combines  both  cooperation  and 

Atari  ■  and  400/800"  are  trademarks  of  ATARI  Inc. 


competition  by  pitting  tv^o  teams  (of  up  to  four  play- 
ers) against  each  other  in  a  race  to  solve  word  and 
number  puzzles. 

For  the  first  time,  your  personal  computer  can 
bring  all  the  benefits  of  group  learning  into  your 
home.  With  a  iittle  assist  from  Edupro. 

Designed  for  the  simplest  computers. 

These  unique  programs  run  on  the  Atari  400  or 
800,  tv^o  Of  the  world's  most  popular  home  com- 
puters. Remember,  these  aren't  game  cartridges, 
they're  full  computer  programs,  designed  by  educa- 
tors. All  are  available  on  floppy  disk  or  cassette,  and 
each  one  requires  the  minimum  amount  of  computer 
memory  (16K  for  cassette,  24K  for  disk).  That  means 
the  simplest  Atari  computer  can  let  your  children 
share  the  learning  experience  with  up  to  seven  addi^ 
tional  friends.  Joysticks  required  for  Word-Draw, 
Math-Hunt,  and  Picture-Play:  paddles  required  for 
Word-Race.  Math -Race,  and  Team-Work. 

Trust  your  own  experience. 

At  the  fall  1982  Computer-Using  Educators  Confer- 
ence hundreds  of  educators  witnessed  hands-on 
demonstrations  of  our  programs.  Many  of  them  said 
that  this  was  a  most  effective  way  to  judge  their 
potential.  But  we  want  to  offer  you  an  even  better 
opportunity.  One  those  educators  missed. 


^^.^MMt^ 

^uprp-A^ 

JSF^^M  ^':^mBK^kM 

^i%^i^>.^^^^F 

l**':.,: 

1          jjM4 

^HiS 

Jl^^^^^^  .«.•;     .-'--^^^  ,  - 

We  want  you  and  your  children  to  experience  this 
new  way  to  learn.  So  choose  one  or  more  programs 
on  either  disk  or  cassette.  Try  them  yourself.  Watch 
your  children  get  more  excited  about  learning.  Enjoy 
the  thrill  of  sharing  the  experience  with  them.  We 
know  of  no  other  software  that  can  turn  a  personal 
computer  into  a  tool  for  sharing  the  joy  of  learning. 

Fill  out  the  order  form  and  see  the  results  for 
yourself. 


n 


I  want  to  share  ttie  joy  of  learning  with  my  children  Please  send 
me  the  programs  I've  indicated  below.  I  understand  that  each 
program  Is  available  on  etther  disk  or  cassette  (my  choice)  and 
comes  with  a  complete  s&t  ol  instructions  and  catalog  listing  over 
50  programs.  Pius  a  coupon  good  for  a  lO^ii  discount  on  my  next 

°*'  »0l        #of 

Quantity  Program  Oescriptlon  Disit    Cassette 

STORVBOOK  FRIENDS:  Ages  5-9 

. WORD-DRAW: 

Storytjook  People  and  Places 

, MATH  HUNT:  Number  Relationships 

AMERICA^J  THEMES:  Ages  8-13 

TEAM-V/ORK:  Sccial  Studies 

MATH-HUNT;  American  Years: 

Multiplication  and  Division 

THE  V/ORLD  AROUND  US:  Ages  12-Adutt 

. ^VORO  DRAW:  Science 

MATH-RACE:  Powers  and  Roots , 

JUST  FOR  FUN:  All  Ages 

PICTURE-PLAY  

Total  ft 


Total  Amount  S 


,  programs  on  disk  @  S24.95  each 

.  programs  on  cassette  @  S19-95  each    

.  PcturePJay.  disk  (g  S19.95  

_  Picture-Play,  cassette  Tf'  S14.95  

CA  residents  add  sales  tax 

Postage  and  handling  S2.50 


My  dieck  or  money  order  is  enclosed  for  S_ 
Please  m MasterCard Visa 


(card  no.) 

Name , 

Address  _ 
City 


(exp.  date) 


.  State  _ 


-2p- 


Sig  nature 

Allow  3  weeks  for  delivery 


Satisfaction  guaranteed. 

Send  to:  Edupro.  Depi  C01.  RO.  Box  51346,  Palo  Afto,  CA  94303. 
Write  to  above  address  for  brochure/  catalog  listing 

or  phone  inquiries:  (415)  494-2790. 


Edupro 

Edupro,  RO.  Box  51346   fpalo  Aito,  CA  94303,  (415)  494-2790 


27  Feb  83  12:59:37  FiIe:ERIC 

This  search,  and  the  other  examples  in  this  col- 
umn, were  all  done  on  February  27,  1983. 

Next,  I  give  the  computer  the  words  for  which 
I  want  it  to  search.  It  searches  through  all  the  in- 
formation in  each  record,  including  the  abstract, 
(You  can  limit  the  search  to  the  descriptor  terms 
or  title  if  you  prefer.) 

SELECT  LEARNING  DISABiLlTIES 

DIALOG  responds: 

1  4734     LEARNING  DISABILITIES 

r  ve  told  the  computer  to  select  all  references  about 
learning  disabilities.  It  gives  this  set  the  number 
1,  so  I  can  refer  to  it  later.  The  number  following 
the  set  number  shows  how  many  relevant  records 
have  been  found.  I  then  enter: 

SELECT  COMPUTER 
DIALOG  responds: 

2  16684     COMPUTER 

So  now  I  know  that  there  are  4734  references 
about  learning  disabilities  and  16684  about  com- 
puters in  the  ERIC  data  base.  But  what  I  really 
want  to  know  is  how  many  are  about  both  com- 
puters and  learning  disabilities.  The  appropriate 
command  is: 

COMBINE  1  AND  2 

DIALOG  responds: 

3  70     1  AND  2 

This  tells  me  that  70  references  appear  in  both  set 
1  and  set  2  (i.e.,  the  learning  disabled  set  and  the 
computer  set), 

DIALOG  also  allows  more  complex  combina- 
tions using  OR  and  NOT.  This  provides  tremen- 
dously pow^erful  searching  capabilities.  I  could, 
for  example,  further  restrict  the  search  to  refer- 
ences that  are  about  reading  disabilities  or  lan- 
guage disabilities,  while  excluding  references 
about  hyperactivity.  I  could  also  restrict  the  search 
to  particular  years,  journals,  authors,  types  of 
publications,  languages,  or  any  combination  of 
these.  Since  you  work  on-line  with  DIALOG,  you 
can  expand  or  restrict  the  search  as  you  go.  For 
example,  if  I  find  more  references  than  I  want  on 
a  topic,  I  usually  restrict  the  search  to  articles  pub- 
lished in  the  last  year  or  two. 

Next,  I  want  to  see  the  titles  of  some  of  the 
references: 

DISPLAY  3/6/1-5 

This  command  tells  the  computer  to  display 
the  references  in  set  3.  The  6  is  a  code  number 
telling  it  that  I  only  want  to  see  the  titles,  not  the 
other  information  in  the  record-  The  1-5  tells  it  to 
display  references  number  1  through  5.  The  com- 
puter responds  with: 

148     COMPimr    July  1983 


1.  Remediating  Spelling  Problems  of  Learning 
Handicapped  Students  Through  the  Use  of 

Microcomputers. 

2.  Microcomputers:  Powerful  Learning  Tools 
with  Proper  Programming. 

3.  Microcomputers:  An  Available  Technology 
for  Special  Education. 

4.  How  Can  Microcomputers  Help? 

5.  Instructional  Technology  for  Special 
Needs. 

Item  3  sounds  interesting,  and  I  haven't  seen 
it  before.  I  therefore  tell  the  computer  to  print  the 
full  record: 

DISPLAY  3/7/3 

This  command  says  display  from  set  3  the  full 
record  (code  7)  of  item  3.  The  computer  responds 
with: 

Microcomputers:  An  Available  Technology 
for  Special  Education, 
joiner,  Lee  Marvin;  and  Others 
journal  of  Special  Education  Technology, 
Vol.  3,  number  2,  pages  37-47.  Winter,  1980. 
Language:  English 

Document  Type:  Journal  Article;  Teaching 
Guide 

Abstract:  The  article  describes  the  capabilities 
of  features  of  basic  microcomputer  systems 
and  describes  special  education  applications: 
computer  assisted  instruction,  testing  com- 
munication, and  enhancing  personal  rela- 
tions. Problems  such  as  the  availability  of 
authoring  languages,  high  quality  educa- 
tional software,  and  computer  safety  are 
described. 

My  entire  search  took  less  than  five  minutes, 
most  of  which  I  spent  examining  the  titles  of  arti- 
cles. 1  next  instructed  DIALOG  to  print  all  70  re- 
cords about  computers  and  learning  disabilities, 
with  the  citation  and  abstract  for  each.  To  save 
time  and  expense,  I  had  this  done  off-line  by  high- 
speed printers  at  DIALOG  and  mailed  to  me.  The 
25  pages  of  materials  arrived  a  few  days  later.  I 
then  used  DIALOG  to  order  complete  copies  of 
several  of  the  articles. 

Other  Data  Bases 

ERIC  is  just  one  of  over  170  data  bases  available 
on  DIALOG.  There  are  data  bases  covering  the 
sciences,  business,  law,  current  affairs, 
humanities,  books,  book  reviews,  foundations, 
biographies,  patents,  dissertations  -  an  incredible 
array  of  information.  Some  of  the  data  bases  likely 
to  be  of  interest  to  readers  of  this  column  are  de- 
scribed below. 

The  Magazine  Index  covers  435  of  the  most 
popular  magazines  in  North  America,  including 


all  those  indexed  by  the  Readers'  Guide  to  Periodical 
Literature.  It  contains  over  one  million  records, 
dating  back  to  1969.  Approximately  12,000  records 
are  added  each  month.  There  is  also  a  National 
Nezospaper  bidex. 

I  was  curious  about  whether  magazines  have 
reflected  the  increase  in  interest  about  computers 
in  education  during  the  last  few  years.  I  therefore 
checked  the  number  of  articles  in  the  Magazine 
Index  on  computers  and  education  for  each  year 
from  1976  to  1982.  In  about  two  minutes  I  obtained 
the  following  answer: 


Year 

Computers 

&  Education  Articles 

1976 

2 

1977 

19 

1978 

9 

1979 

27 

1980 

39 

1981 

59 

1982 

145 

Clearly,  the  number  of  articles  has  been  growing 
rapidly. 

Nexvsearcli  is  an  index  of  current  news  stories, 
information  articles,  and  book  reviews  from  over 
1,400  newspapers,  magazines,  and  periodicals. 
Newsearch  is  updated  daily,  so  most  items  are 
added  the  day  after  they  are  published.  At  the 
end  of  each  month,  the  information  is  transferred 
to  the  Magazine  Index,  the  National  Newspaper 
Index,  and  other  relevant  indexes. 

The  Books  in  Print  index  contains  records  on 
virtually  all  books  published  in  the  United  States, 
including  books  that  have  gone  out  of  print  in  the 
last  few  years  and  books  that  are  to  be  published 
in  the  next  few  months.  A  quick  check  found  6,450 
books  on  computers,  46,478  on  education,  and 
168  about  computers  and  education.  There  is  also 
a  Book  Reviews  index. 

The  Microcomputer  Index  is  a  new  one  which 
contains  citations  about  the  use  of  microcomputers 
in  business,  education,  and  the  home.  Magazine 
articles,  as  well  as  software  and  hardware  reviews, 
new  product  announcements,  and  book  reviews 
are  included.  Over  25  microcomputer  periodicals 
are  currently  indexed,  along  with  selected  articles 
from  other  publications.  A  quick  check  showed 
1,294  articles  on  education. 

The  International  Software  Database  is  another 
new  one.  It  contains  over  10,000  records  on  all 
types  of  software,  classified  by  application, 
machine,  operating  system,  vendor  and  price. 

Classroom  Instruction 

The  cost  of  using  the  indexes  I  have  described 
ranges  from  $25  per  hour  for  ERIC  to  $95  per  hour 
for  Newsearch.  The  cost  of  off-line  printing  is 
typically  20  cents  for  each  full  record.  Since 
DIALOG  makes  finding  information  so  efficient,  I 
regard  it  as  an  excellent  value  for  professional 


use.  DIALOG  has  also  introduced  lower-cost  spe- 
cial arrangements  for  schools  that  want  to  teach 
students  to  use  it  and  for  individuals  who  want  to 
use  the  system  during  evenings,  nights,  and 
weekends. 

The  Classroom  Instruction  Program  provides 
access  to  most  of  the  DIALOG  data  bases  at  a 
special  rate  of  $15  per  hour.  This  rate  is  available 
only  to  academic  institutions  for  instructional 
purposes.  A  special  students'  workbook  is  also 
available. 

Knowledge  Index  is  a  new  service  which 
provides  access  to  the  most  popular  data  bases  at 
the  reduced  price  of  $24  per  hour.  It  is  not  available 
during  business  hours,  so  this  service  is  designed 
mostly  for  individuals.  All  the  data  bases  I  have 
described  are  available,  except  for  Books  in  Print 
and  Book  Reviews.  In  addition.  Knowledge  Index 
includes  data  bases  covering  business,  agriculture, 
computers  and  electronics,  engineering,  govern- 
ment publications,  medicine,  and  psychology. 

DIALOG  Information  Services,  Inc. 

3460  HilhnewAve, 

Palo  Alto.  CA  94304 

(800)  227-1960  (except  CaUfornia) 

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C-64  TI99/4ATIMEX  VIC  20  ATARI 


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(for  the  3.5K  VIC  and 
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ADD/SUB— $16.95 

Displays  single  or  multiple 

digits  with  or  w/o  pictures, 

borrows,  carries,  scoring, 

and  audio/video  feedback. 

NUMER-BECI— $16.95 

Number  recognition,  object 

counting,  object  grouping, 

and  number/size/shape 

discrimination. 


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BECi  is  composed  of  professionals  dedicated  to 

providing  non-trivial  educational  materials  for  the  home 

computer.  In  addition  to  our  own  software,  we  carry  a  full 

line  of  evaluated  hardware  and  software.  Send  $2 

(refundable)  for  our  catalog. 


Send  check  or  money  order  to: 
BOSTON  EDUCATIONAL  COMPUTING,  INC, 

78  Dartmouth  Street,  Boston,  MA  02116 
(61 7)  536-5116     *  MA  res.  add  5%  tax 


July  1983     COMPUTE!     149 


THE  WORLD  INSIDE  THE  COMPUTER 


Superbaby  Meets 
The  Computer 


Fred  DlgnoziQ  Associate  Editor 


If  you  haven't  seen  it 
already,  you  should  go 
to  a  library  and  find  tine 
March  28,' 1983,  issue 
of  Newszoeek  magazine. 
Turn  to  page  62  and 
read  the  cover  storv, 
"Bringing  Up  Super- 
baby/'  The  story  is 
about  hou^  parents  are 
pushing  their  kids  to  learn  earlier  and  earlier. 
Kids  w/ho  are  only  a  few  months  old  are  studying 
art  books,  gazing  at  flash  cards,  doing  toddler 
gymnastics,  going  to  dance  class,  putting  together 
puzzles,  taking  swimming  lessons,  and  Icaniii^^ 
how  to  aviipitfc.  In  the  article  there's  a  picture  of  a 
little  kid  who  is  pounding  away  on  the  keyboard 
of  an  IBM  Personal  Computer. 

Just  a  few  years  ago,  Elizabeth  Wall  (a  media 
specialist  in  Sarasota,  Florida,  and  author  of  The 
Coiuputcr  Alphabet,  Avon,  1983)  sat  down  next  to 
one  of  the  pioneers  of  personal  computing.  He 
asked  her  what  she  was  up  to.  'Teaching  elemen- 
tary school  kids  how  to  use  computers,"  she  told 
him.  He  w^as  shocked.  "There's  no  future  in  teach- 
ing little  kids  computers,"  he  said.  "They  will 
never  get  the  hang  of  it." 

Since  that  expert  made  his  remark,  use  of 
computers  has  dribbled  downw^ard,  from  college 
to  high  school  kids;  from  high  school  kids  to 
middle  schoolers;  from  middle  schoolers  to  kids 
in  elementary  school  -  and  beyond. 

In  Bruce  and  Diane  Mitchell's  Small  World 
preschootand  kindergarten,  in  Durham,  North 
Carolina,  four-vear-olds  and  five-year-olds  are 
playing  educational  games  on  Atari  computers 
and  Timex  Sinclairs.  They  are  programming  a 
Turtle  robot  bv  tapping  on  the  keyboard  of  an 
Atari  800. 

150    COMPUTE!    July1«?83 


But  preschoolers  and  kindergartners  are  old. 
They're  almost  over  the  hill!  The  Neivsnkrk  article 
mentioned  a  school  called  Tiny  Bytes  where  kids 
can  begin  computing  before  they've  celebrated 
their  first  birthday. 

Computer  Literacy  Or  Else 

Some  toddlers  are  going  to  be  victimized  bv  pushy 
parents  trying  to  fill  their  offsprings'  "little 
sponges"  with  computer  facts  even  before  they've 
learned  to  walk  or  talk.  I  can  imagine  an  "en- 
lightened" household  where  the  parents  are  trving 
to  give  their  three-month-old  an  earlv  start  on  her 
way  to  a  high-tech  future.  The  babv,  blithelv  una- 
ware of  her  parents'  designs,  is  reaching  for  a 
rubber  ducky.  The  mother  pushes  the  duck  away. 
"Too  easy,"  she  says.  She  whips  out  a  stack  of 
big  white  tlash  cards.  "Let's  practice  these  first, 
then  you  can  see  the  duck  on  your  lunch  break." 
As  the  baby  gazes  sweetly  at  her  mother,  the 
mother  runs  through  the  flash  cards.  "RAM!"  she 
calls  out.  "RAM..  R..  A..  M..  RAM!  BIT!  ..  B..  1 
..T..  BIT!  CHIP!  ..C..H.." 

One  wonders  what  a  kid  who  gets  computer 
flash  cards  at  three  months  is  going  to  be  like  when 
she  gets  to  the  ripe  old  age  of  five  years,  or  ten,  or 
fifteen.  She  may  have  a  lot  oi  computer  facts  under 
her  belt,  but  how  well  adjusted  will  she  be?  What 
will  be  the  result  of  all  this  parental  prodding? 

This  is  not  to  say  that  computers  shouldn't 
be  introduced  to  kids  who  are  still  wandering 
around  the  house  in  dirty  diapers.  Because  they 
should  be! 

The  question  is  hozo. 

Parents  who  are  pushing  their  babies  and 
toddlers  into  computer  literacy  are  missing  the 
point  -  at  least  as  far  as  computer  literacy  is  de- 
fined. We  are  presently  in  the  Age  of  Computer 
Literacy.  But  we  are  quickly  moving  beyond  it. 


.  1 


FOR  WORK  OR  PLAY,  OUR  NAME  SAYS  IT  ALL. 


Exclusively  from  AdVentures 

Gypsum  Caves  Vic  20  f  +  16K) 

by  Brian  Wagner     Commodore  64 

A  revolutionary  new  game  requir- 
ing more  tiian  just  hand-eye  coor- 
dination, Gypsum  Caves  is  a  word- 
adventure  trek  through  endless 
caverns.  Use  objects  found  along 
the  way  and  your  imagination  to 
gain  the  final  test  —  then  try  to  get 
out  alive!  3-D  Color  Graphics. 
Cassette. |jft^    $14.95 

Ak-Ak  Man  —  The  Amazing  Maze 

Game 

by  Brian  Wagner  Vic  20 

The  old  standby  with  a  new  twist 
—  random  screens.    The  computer 
devises  a  new  pattern  every  time,  for 
added  challenge  and  excitement. 
Cassette JjiM?Sl  $9.99 


A/lailfile  Vic  20  and  Commodore  64 

Atari  400/800 
A  software  directory  for  your  home  com* 
puter,  Mailfile  stores  and  retrieves  names, 
numbers  and  addresses  by  name  and  zip 
code.  ,^^     ^ 

Tape. $f^?0$^  $9.99 

My  ABC's  Vic  20  and  Commodore  64 
Software  designed  to  help  young  children 
get  a  head  start  in  language  as  well  as 
familiarize  them  with  the  potential  of  the 
computer.  ^ 

Tape,.. „. $^p€f5^   $8.99 

Math  Tutor  Atari  400/800 
A  valuable  tool  for  young  children  to 
simultaneously  develop  their  math  skills 
and  their  understanding  of  the  use  and 
value  of  the  computer.  For  grade  levels  4 
and  up,  with  emphasis  on  problem-solving 
using  elementary  math  principles.  Varying 
skill  levels,  question  sets,  and  choice  ar- 
rays. ^^ 
Tape .., , ^T^^    $8.99 

UMI 

Sub  Chase  Vic20(  +  8K) 

Guide  your  sub  chaser  In  pursuit  of  the 
enemy  submarines.  Fire  depth  charges  at 
them  while  avoiding  their  rising  mines. 
Tape .,"^«Sg^   $21.99 


Motor  Mania  Commodore  64 

A  new  dimension  in  road  racing.  Rack  up 
miles  while  monitoring  fuel,  speed  and 
course  —  and  keep  your  eyes  on  the  roadl 
Tape. , J?»r5S1^25,99 

EPYX 

Sword  of  Falgoal 

by  Jeff  McCord  Vic  20  ( +  16K) 

A  word  adventure  game  with  color 
graphics  and  sound.  Search  the  dungeon 
for  the  Sword,  then  get  out  alivei  Playing 
time:  30  minutes  to  hours.  Book  of  Lore  and 
program  included. 
Tape |g9f^   $25.99 

Jumpman  A  tari  4001800 

As  Jumpman,  you  will  be  the  only  one 
capable   of    negotiating   the   wreckage  of 
headquarters  to  find  the  bombs  planted 
there.  Watch  your  step! 
Disk SjJg?^    $29.95 

Aggressor  Vic  20 

Protect    the    precious    ore    fields    of 
Freeworld  6  in  your  advanced  VX6  Marauder 
Ramjet  fighter.  10  levels  of  difficulty. 
Cartridge .1^^*95     $32.99 

Gridrunner     Vic  20  and  Commodore  64 
Combat  the  enemy  droids  on  the  Grid,  a 
huge   orbiting   solar   power   station,    in   a 
specially  constructed  Gridrunner  ship. 
Cartridge ,Tr:^r«SL  $32.99 

HES 

Tank  Trap  Vic  20 

Use  the  joystick  to  design  the  perfect 
trap  for  the  enemy  tank  —  just  you  against 
the  computer. 
Tape,,. 'ij^rS^    $1 3.99 

BRODERBUND 

A.E.  Atari  400/800 

The  newest  import  from  Japan  has  sur* 
passed  its  function  as  a  pollution  control 
robot  and  become  a  nuisance.  A  light- 
hearted  game  requiring  speed,  agility,  and  a 
sense  of  humor.  Joystick  required. 
D/s/f ^^fSB^  $24.99 

DATA  SOFT 

Zaxxon  Atari  400/800 

Official  home  version  of  the  famous  3-D 
arcade  adventure.  Pilot  your  aircraft 
through  the  battlefield  and  to  the 
showdown  with  the  deadly  armored  robot. 
Sound  effects  and  color  graphics. 
Cassette 'SSfit^C   $29,95 


ALSO  AVAILABLE: 

Zwark  Commodore  64 

A  variable  difficulty  game.  Unpredictable 
Zwarks  descend  singly,  then  in  groups  to 
threaten    your    defense    station.       Use 
keyboard  or  joystick. 
Disk. ..,. .....|g4^  $19.99 

Preppielll-Savage  Return  Atari  400/800 
The  continuing  saga  of  W/adsworth  Over- 
cash,  only  recently  recovered  from  the  in- 
dignities he  suffered  In  Preppiel  I.  Sound, 
multiple  skill  levels,  2  player  capability. 
Disk SSd^    $27.99 

Pirate  Adventure  A  tari  400/800 

High  resolution  color  graphics  challenge 
the  player  in  this  graphic  adventure.  Two- 
word  commands,  common  sense,  and  in- 
genuity are  the  necessary  tools  to  uncover 
Long  John  Silver's  long  lost  treasure  In  an 
epic  adventure  trek  from  London  to 
Treasure  Island. 
Disk »» .Tm^C  $29.99 


Canyon  Cfimber  A  tari  400/800 

Avoid  mountain  goats  and  battle 
belligerent  Indians  as  you  attempt  to  scale 
the  awesome  wall  of  the  Grand  Canyon.  A 
unique  new  experience  in  home  computer 
games. 
Disk  or  tape ?$^^    $24.99 


MonltorCables,  all  types.. $9,95 

Cable  wrapups -5  for  $1.19 

Many  programs  available  on  disk 
Dealer/Distributors  inquiry  welcome. 
Attention  Programmers:  Top  dollar  for 
original  programs.  We  provide 
copyright  assistance. 


/itoiftfCordj 


Other  major  credit  cards  accepted 

AdVENTURES 
Call  Toll  Free 
1-800-835-2222 

In  D.C.  Metro  area 
703-360-0301 

8718A  Richmond  Highway 

Alexandria,  Virginia  22309 

©Copyright  1983  Venture  Mail,  Inc. 


Pretty  soon  it  will  not  be  productive  for  us  to  study 
such  arcane  terms  as  bit,  byte,  and  CPU,  We  won't 
have  to  know  how  a  computer  works^  just  how  to 
work  a  computer.  We  will  be  leaving  the  age  of 
computer  literacy  and  entering  the  Age  of  Com- 
puter Intimacy. 

Take  the  TV  or  the  car.  These  are  high-tech 
machines  that  are  part  of  almost  every  little  kid's 
environment/  right  from  birth.  Do  parents  go 
around  with  flash  cards  with  words  like  CHAN- 
NEL SELECTOR  or  PHOSPHOR  SCREEN?  Or 
with  words  like  CARBURETOR  or  PISTON?  Of 
course  not.  Nevertheless,  the  smallest  children 
learn  how  to  operate  TVs,  almost  before  they  can 
walk.  And  little  kids  play  with  model  cars,  toy 
cars  and  trucks,  all  through  their  childhood.  And 
when  their  magic  birthda\'  arrives  and  thev  can 
get  their  driving  license,  they  quickly  learn  to 
drive  and  operate  an  automobile. 

How^  many  kids  suffer  from  automobile 
anxiety  or  TV  phobia?  Very  few. 

Even  more  important,  how  many  kids  can 
expect  to  find  a  job  when  they  grow  up  as  an 
automobile  mechanic  or  an  expert  in  TV  repair? 
Again,  very  ii2\\\ 

Yet  TVs  and  cars  are  far  more  common  than 
personal  computers. 

The  point  is  that  we  ha\'e  moved  beyond 
'TV  literacy"  and  "automobile  literacy"  to  a  new 
age  of  intimacy  with  both  these  machines.  The 
technologies  have  matured.  Thev  are  black  boxes, 
idiot  boxes  that  almost  anyone  can  learn  how 
to  use.  They're  everywhere.  We're  comfortable 
with  them  in  om*  garages,  our  living  rooms  and 
bedrooms. 

This  is  where  computers  are  headed,  too. 
They've  just  started,  but,  at  the  speed  they're 
going,  it  won't  take  long.  By  the  end  of  the  1980s, 
computers  will  be  black  boxes,  just  like  cars  and 
TVs.  They  will  be  in  most  people's  homes.  Thev 
will  become  so  common  that  the\'  will  cease  being 
an  eye-catching  phenomenon.  In  fact,  they  will 
almost  be  invisible.  Like  electric  motors,  they  will 
slip  into  other  appliances  and  disappear  from 
view. 

Kids  who  are  less  than  one  year  old  in  1983 
will  be  less  than  seven  in  1990.  So  why  are  parents 
teaching  them  computer  literacy  terms  and  con- 
cepts, preparing  them  tor  a  job  market  that  exists 
in  1983,  but  will  change  radically  even  before  the 
kids  have  made  it  through  elementary  school? 

Parents  are  pushing  because  they  are  pan- 
icking. The  swift  pace  of  computer  technology 
has  them  running  scared. 

And  they  are  pushing  their  kids  because  of 
the  status  of  having  them  say  "floppy  disk"  as 
their  first  word. 

What  they  don't  realize  is  that  they  are 
training  their  kids  in  what  will  soon  be  an  obsolete 

152     COMPUTE!     July  1983 


technology  and,  worse,  an  obsolete  approach  to 
technology.  They  are  being  trained  to  become  the 
automobile  mechanics  and  TV  repairpersons  of 
the  21st  century.  These  are  honorable  professions. 
But  is  this  what  the  parents  intend? 

Computer  Osmosis  Vs.  Computer 
Bullying 

Millions  of  personal  computers  are  going  into 
people's  homes.  Millions  and  millions  of  little 
children  are  waking  up  each  morning  and  walking 
or  being  carried  past  computers  on  their  way  to 
their  bottle,  their  Boo  Berries,  or  baby  cereal.  For 
them,  computers  are  no  more  wondrous  or  rare 
than  the  floorlamp,  vacuum  cleaner,  or  telephone. 
They're  just  one  of  the  many  things  that  "belong" 
in  their  lives.  They  have  a  place,  along  with  every- 
thing else. 

This  is  exactly  as  it  should  be.  Computers  are 
a  big  deal  to  us.  And  our  kids  will  see  that.  When 
we  spend  all  night  in  front  of  a  keyboard  trying  to 
debug  a  program  or  escape  from  the  wizard's 
castle  in  an  adventure  game,  they'll  notice.  If  w^e 
shout  and  point  at  the  new  computer  and  say 
"Gee  whiz!"  and  "Oh,  gosh!"  enough  times^ 
they'll  notice.  And  if  we  get  frustrated  with  the 
computer  and  begin  saying  unkind  things  to  it  or 
give  it  a  good  bop,  they'll  notice  that,  too.  Whether 
positive  or  negative,  our  kids  will  pick  up  on  the 
attention  we  give  to  computers  and  the  amount 
of  emotional  involvement  we  have  with  them. 
Kids  are  very  sensitive  about  this  sort  of  thing. 

Growing  Up  Together 

You  and  I  are  already  grown.  We're  big  people. 
But  computers  and  kicis  hav^en't  stopped  growing. 
In  fact,  they've  just  begun.  Both  are  going  to 
change  rapidly  over  the  next  20  years. 

At  the  end  of  that  20  years,  what  will  they  be 
like? 

We  imagine  that  our  kids  will  end  up  pretty 
much  like  us.  But  how  about  computers?  When 
kids  enter  the  job  market  in  the  late  1990s  or  earlv 
21st  century,  what  will  computers  be  like? 

According  to  experts,  we  are  quickly  entering 
a  new  era  of  personal  computers.  I  call  this  era 
the  Age  of  Computer  Intimacy,  Others  call  it:  The 
Age  of  User  Friendliness.  The  Age  of  Forgiving 
Systems.  The  Age  of  Easy  Computing.  The  Age 
of  Humanlike  Machines. 

As  anyone  who  has  struggled  with  a  cranky 
program  recorder,  or  with  a  cryptic  BASIC  error 
message,  or  with  computer  cables,  plugs,  and 
connections  knows,  we  have  not  reached  com- 
puter heaxen  yet.  Far  from  it! 

But  we  are  moving  closer.  While  at  the  West 
Coast  Computer  Faire  in  San  Francisco,  I  attended 
a  seminar  on  "Second  Generation  PC  Software." 
It  was  mind-boggling. 


THERFS  A  COMPUTER  BORN  EVERY  MINUTE 

GIVE  IT  A  HOME. 


For  $o9«95  with  the  CS-1632  you  can  house  your  computer^ 
peripherals,  and  accessories  without  spending  a  fortune. 


For  those  with  a  large  computer  family  the  CS-2748  gives  you  ail  the  room  you 
need  for  your  computer,  monitor,  printer,  peripherals,  software,  etc.  at  a  price 
that's  hard  to  believe:  S299.95. 


^WK-a 


The  CS-1632  computer  storage 
cabinets  compact  yet  functional 
design  fits  almost  anywhere 
while  housing  your  computer 
monitor,  joysticks,  software, 
books  and  peripherals  all  for 
only  $89.95. 

The  slide  out  shelf  puts  the 
computer  at  the  right  height  and 
position  for  easy  comfortable 
operation. 

The  fold  up  locking  door  keeps 
unwanted  fingers  off  the  key 
board  when  not  in  use. 
To  store  joysticks  just  turn  them 
upside  down  and  slide  them  into 
the  inverted  storage  rack. 
Twist  tabs  on  the  back  of  center 
panel  allow  for  neat  concealed 
grouping  of  wires,  while  power 
packs  rest  hidden  behind  center 
panel  on  shelf. 
The  slide  out  software  tray 
has  room  for  14  cartridges  or 
cassettes  and  up  to  30  diskettes. 
Most  brands  of  software  will  fit 
between  the  adjustable  parti- 
tions with  a  convenient  hook  for 
the  spare  key  at  rear. 
Stand  fits  Atari  400  &  800. 
Commodore  64  &  VIC  20, 
Ti99/4AandTRS-80. 
Cabinet  dimensions  overall  36" 
high  X  33-7/8"  wide  x  16"  deep. 


To  order  CS- 1632  send  $89.95  to:      To  order  CS-2748  send  $299.95  tO: 


HVTEC 


SYSTEMS 


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West  Lyiui,  OR  97068 

For  Fast  Phone  Orders  Call  Toll  Free  1-8O0- 547-3 100 
Inside  Oregon  CaU  (503J  635-6667 


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□  Goiden  Oak  Finish  □  Natural  walnut  finish 
Q  My  personal  check,  cashiers  check  or  money  order  is  enclosed. 
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HVTEC 


Immediate  shipment  if  in  sloci^.  Jfnot,  aUow  3-4  weeks  for  delivery.  ]f  peraonal  check  Is  sent  aDow  additional 
2  weeks.  CS- 1632  ships  UPS  freight  collect  from  Oregon.  CS-2748  ships  by  truck  freight  coliea  from  Oregon. 
Prices  subject  to  change.  Shipment  subject  to  availability. 

Both  the  CS-1632  and  CS-274S  ship  unassembled  in  two  cartons,  Assembty  requires  only  a  screwdriver. 

hammer,  and  a  few  minutes  of  your  bmc. 

Choice  in  simulated  woodgrain  of  warm  golden  oak  or  rich  naturaJ  walnut  finish 


The  two  slide-out  shelves  put 
the  keyboard  at  the  proper  oper- 
ating height  while  allowing  easy 
access  to  the  disk  drives. 
The  bronze  tempered  glass  door 
protecting  the  keyboard  and 
disk  drives  simply  lifts  up  and 
slides  back  out  of  the  way  during 
use. 

Twist  tabs  on  the  back  of  the 
center  panel  aUow  for  neat  con- 
cealed grouping  of  wires  while 
a  convenient  storage  shelf  for 
books  or  other  items  lies  below, 
The  printer  sits  behind  a  fold 
down  door  that  provides  a  work 
surface  for  papers  or  books 
while  using  the  keyboard.  The 
lift  up  top  allows  easy  access 
to  the  top  and  rear  of  the  printer, 
A  slot  in  the  printer  shelf  allows 
for  center  as  well  as  rear 
feed  printers. 

Behind  the  lower  door  are 
a  top  shelf  for  paper,  feeding  the 
printer,  and  a  bottom  shelf  to 
receive  printer  copy  as  well 
as  additional  storage- 
Stand  fits  same  computers 
as  the  CS- 1632  as  well  as  the 
Apple  1  and  II.  IBM-PC.  Franklin 
and  many  others. 
The  cabinet  dimensions  overall; 
39-1/2"  high  X  49"  wide 
X  27"  deep. 

Keyboard  shelf  20"  deep  x  26" 
wide.  Disk  drive  shelf  15-34" 
deep  X  26"  wide.  Top  shelf  for 
monitor  17"  deep  x  27"  wide. 
Printer  shelf  22"  deep  x  19"  wide. 


I  learned  that  if  you  have  ent>ugh  money, 
you  can  buy  computer  programs  and  computers 
that  are  really,  truly  friendly.  Thev  hold  vour 
hand.  They  speak  English  (most  of  the  time).  Thev 
help  you  out  oi  tight  spots.  They  remind  you  of 
what  vou  are  supposed  to  be  doing  when  you  get 
lost. 

And,  boy,  are  tiiey  powerful!  With  just  one 
package,  one  electronic  mouse,  and  45  windows, 
you  can  figure  out  your  income  tax,  send  electronic 
mail,  draw  pie  charts  and  bar  charts,  do  word 
processing,  and  tile,  sort,  and  retrieve  records. 
All  with  the  same  set  of  commands. 

At  present,  these  systems  are  extremely  ex- 
pensive. Only  the  folks  who  carry  around  Pierre 
Cardin  calculators  can  afford  them:  But  com- 
puters, in  general,  used  to  be  this  wav,  too.  Only 
wealthy,  technically  sophisticated  organizations 
(universities,  large  corporations,  the  government, 
and  the  military)  could  afford  them.  But  computers 
ha\'e  come  a  long  way.  Now  you  can  buy  a  pro- 
grammable computer  for  uncler  60  dollars.  Pretty 
soc^n  the  price  will  be  even  lower,  and  the  com- 
puter will  be  more  powerful  and  easier  to  use. 

The  new  generation  of  ''easy"  computers 
and  "friendly''  computer  software  is  coming.  And 
it  will  include  machines  and  programs  that  we 
can  all  afford. 

What  Do  We  Tell  Our  Kids? 

If  we're  not  supposed  to  tell  our  children  (and 
babies)  about  bits  and  bytes,  then  what  do  we  tell 
them? 

Nothiu;^  is  okay.  Unless  they  ask.  Or  unless 
you're  so  excited  about  something  neat  that  you 
just  feel  like  babbling. 

Just  have  a  computer  around  the  house. 
That's  enough.  Treat  it  like  you'd  treat  a  typewri- 
ter, a  telephone,  or  a  calculator.  But  let  \/oiir  kids 
touch  it.  That's  the  best  way  for  them  to  learn.  For 
example,  my  four-year-old  son,  Eric,  drives  me 
crazy  when  he  uses  a  computer.  He  has  grimy, 
dirty  fingers.  He  presses  buttons  in  such  a  way  as 
to  make  a  computer  act  like  an  amnesiac.  But  he 
loves  to  play  on  the  computers  because  he  is  al- 
lowed to  play  freely.  And  (with  quiet  wincing 
and  cringing)  1  let  him.  One  of  his  favorite  games 
is  filling  up  the  picture  screen  with  graphics  sym- 
bols, multicolored  bars  (using  color  keys  and  the 
reverse-video  button),  and  random  letters,  num- 
bers, and  punctuation  symbols. 

Another  of  his  games  is  to  use  the  computer 
as  a  Gobbledygook  Processor  (that's  "GP").  He 
types  all  sorts  of  strange  looking  words  like 

IXCCY##559  ISK  ERIC     !!!!!    AAAAAAAAAAAAA 

then  sends  them  to  the  computer's  printer.  He 
rips  off  the  printer  paper  (in  the  same  lavish, 
boisterous  way  he  handles  toilet  paper)  and  tapes 


it  up  around  the  house  as  a  sign  of  who  knows 
what.  Or  he  stuffs  a  wad  of  it  in  an  envelope,  and 
it  becomes  a  letter.  Or  he  gives  it,  as  a  gift,  to  me, 
to  his  mother,  his  sister,  his  kitty,  or  his  tov  robot, 
Denbv. 

A  Tool  Or  A  Crutch? 

Actually,  there's  more  to  computer  education 
than  this.  Our  responsibility  as  parents  (and 
teachers)  extends  beyond  just  making  computers 
available  to  our  children.  Much  further,  in  fact. 

When  our  youngest  chikiren  start  entering 
the  job  market,  in  another  15  to  20  years,  ^7//  com- 
puters will  be  "easy"  computers;  all  programs 
will  be  "friendly."  Computers  and  programs  will 
also  be  a  lot  more  intelligent  than  thev  are  now. 
There  will  be  a  tremendous  temptation  to  let  com- 
puters take  over  many  of  the  thinking  chores  that 
we  humans  find  bothersome,  tiresome,  boring,  or 
too  difficult.  At  some  point,  for  many  people,  the 
computer  will  cease  to  be  a  support  and  start  to 
be  a  crutch. 

Our  responsibility,  as  parents  and  teachers, 
is  to  teach  our  children  the  value  of  using  com- 
puters in  the  proper  way:  to  help  them  do  their 
own  thinking. 

What  Do  You  Think? 

What  do  you  think?  How  early  should  kids  begin 

learning  about  computers?  What  should  be  the 
role  of  parents  (and  teachers)?  What  should  kids 
learn?  How  should  they  learn  it? 

Please  send  your  ideas  and  comments  to  me: 

Fred  D'F^tiazio 

2117  Carter  Road.  SW 

Roanoke,  VA  24015 

ril  return  to  this  subject  in  a  future  issue  of 
COMPUTE!,  and  I'll  reprint  a  number  tif  vour 
letters. 

New  Resources 

A  book  has  just  been  published  for  parents  of 
older  children  (ages  nine  and  up)  who  are  in- 
terested in  computers.  1  recommend  the  book 
because  it  is  a  practical  guide  to  the  technology 
as-  it  exists  today.  If  you  want  to  launch  yourself 
and  your  family  into  computing  today  (and  you 
should),  then  you  need  a  survival  manual.  The 
best  survival  manual  of  all  is  this  magazine  (COM- 
PUTE!), with  all  its  tutorials,  articles  for  beginners, 
practical  programming  tips,  and  actual  programs 
for  you  to  copy  into  your  machine.  But,  if  you're 
a  parent,  you  should  also  take  a  look  at: 

Eugene  Galanter,  Kids  at  id  Couiputers:  TJte  Paroit's 
Microcomputer  Handbook  (Perigee  Books,  The 
Putnam  Publishing  Group,,  200  Madison 
Avenue,  New  York,  NY  10016;  S7.95;  Paper- 
back; 7-page  index;  190  pages) 

Sample  chapters:  Microcomputers  and  Your 
Child;  What  Is  a  Microcomputer?;  The  Micro- 


computer's  Parts;  Programming  by,  for,  and  with 
Children;  Running  the  Machine;  Kids  Can  Write 
Programs;  Evaluating  Computer  Education. 
The  author,  Eugene  Galanter,  has  been 
teaching  kids  about  computers  for  several  years. 
You  can  write  his  school  for  additional  information 
or  to  ask  him  specific  questions  about  kids  and 
computers: 

Eugene  Galanfer 

The  Child  reus  Ctvuputer  School 

21  We>f  Sbth  Street 

NeivYork.  NY  10024 

Looking  For  Good  Software? 

Of  course  you  are.  So  you  should  get  in  touch 
with  an  organization  that  evaluates  the  newest 
educational  software: 

FAiuctiiiojial  Products  biforfuafio}i  ExcJuuige  (EPIE) 

Cohnnhia  University  Teachers  College 

P.O.Box  27 

New  York,  NY  10027 

EPIE  has  recently  entered  into  an  agreement 
with  the  Consumer's  Union  to  test  and  evaluate 
hundreds  of  consumer-oriented  and  educational 
computer  products.  The  results  of  their  research, 
reviews,  and  laboratory  tests  are  just  becoming 
available.  You  can  read  about  these  results  in  their 
MICROgram,  published  monthly  as  part  of: 

The  Computing  Teacher 

The  !}iter}iatio}uil  Coujicil  for  Couijv iters  in  Education 


ilCCE) 
135  Education 
University  of  Oregon 
Eugene.  OR  97403 
Monthhj/Subscripfiou:S16.50/}/ear 

Teachers  (and  interested  parents)  can  write 
EPIE  &  Consumer's  Union  and  obtain  special 
publications,  including  the  Micro  Courseware 
PRO/FILES  for  K-8  Educators  (S84),  and  the 
Courseware  Resource  List  (as  a  bonus  for  ordering 
the  PRO/FILES): 

EPIE  &  Consuujer's  U}iion 

P.O.  Box  839 

Wiitenuili  NY  11976  © 


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Julv1983    COMPUTE!     155 


How  To  Create  A 
Data  Filing  System 

Part  I.  Choosing  The  Right  File  Type 


Jim  Fowler 


It's  akvays  a  good  idea  to  analyze  your  data  storage 
problems  and  plan  your  solutkvi  carefulhf  before  you 
start  progra}}U}iuig.  This  artiele  begins  a  four-part 
series  oji  tvritiug  a  data  file! retrieval  system  for  any 
computer. 


Remember  how  your  disk  drive  was  going  to  solve 
your  data  storage  problems?  All  those  address 
cards,  recipe  files,  inventories,  and  accounts  were 
somehow  going  to  become  organized  and  never 
frustrate  you  again.  It  can  happen,  but  you  will 
have  to  do  some  thinking  about  the  problem  before 
you  solve  it  satisfactorily. 

Of  course,  the  commercial  data  base  systems 
can  serve  you  very  welL  but  you  ought  to  know 
something  about  such  systems  before  you  spend 
money  for  features  you  may  never  use.  It  is  not 
impossibly  hard  to  write  a  progiam  that  does 
everything  you  want.  I  have  lived  through  a 
couple  of  such  projects  so  maybe  I  can  point  out 
areas  to  think  about  and  where  you  might  take  a 
wrong  turn. 

Planning  is  the  name  of  the  game.  1  can  recom- 
mend writing  your  own  system.  If  you  like  pro- 
gramming, you  can  easily  develop  a  system  that 
fits  your  needs,  and  you  will  know  it  well  enough 
to  alter  it  when  you  need  to  make  changes.  One 
thing  to  keep  in  mind  as  you  plan  is  that  once  you 
begin  to  put  the  data  on  a  disk  you  are,  in  a  sense, 
a  hostage  to  your  owm  work.  The  more  time  you 
have  spent  typing  in  the  data,  the  more  reluctant 
you  will  be  to  start  over.  So  plan  ahead. 

Another  bit  of  advice  ~  automation  is  not 
automatically  a  good  thing.  If  you  have  a  recipe 
card  file  with  the  cards  filed  under  a  few  headings 
("salads/'  "desserts/'  "meats/'  etc.)  and  if  there 
are  only  30  or  so  cards  in  each  section,  you  can 
probably  find  the  one  you  want  faster  by  flipping 
through  the  cards  by  hand.  I  remind  you  of  that 
eternal  verity:  "If  it  works,  don't  fix  it/' 

156     COMPUTi!    Jutv1983 


Pick  Your  Goals 

The  first  step  is  to  draw  up  a  list  of  what  you  want. 
Actually  write  down  what  you  hope  a  session 
with  the  file  would  be  like:  you  turn  on  the  com- 
puter, insert  the  disk,  sit  down  to  the  kevboard, 
then  what?  Do  you  want  a  long  list  printed  out 
(address  labels?)  or  are  you  going  to  look  for  a 
needle  in  a  haystack,  such  as  the  one  record  with 
exactly  the  right  data  to  match  your  needs?  It  is 
well  worth  writing  such  scenarios  several  times 
on  different  da  vs. 

Another  important  consideration  is  flexibility. 
Whenever  you  are  faced  with  a  choice,  always 
pick  the  one  that  gives  vou  the  greatest  future 
flexibility.  Of  course,  most  of  your  choices  will  be 
made  for  you  by  the  necessides  of  your  data,  your 
hardware,  its  operating  system,  etc.  But  keep 
flexibility  in  mind.  This  applies  to  every  feature  of 
your  system  -  the  number  of  records  you  expect 
to  store,  the  amount  of  information  in  each, 
the  "keys"  you  might  use  to  retrieve  records, 
and  soon. 

The  key  for  an  address  file  which  is  organized 
alphabetically  by  last  names  w^ould  be  the  last 
names  of  each  entry.  The  key  allows  for  quick 
searches  and  for  sorting  and  entering  new  items 
into  the  proper  order. 

Finally,  go  to  great  lengths  to  make  your  sys- 
tem easy  to  use.  It  is  so  tempting  to  short-cut  some 
tedious  programming  by  saying  to  yourself,  "Oh 
w^ell,  1  can  always  remember  that  hitting  RETURN 
without  any  input  will  drop  me  out  of  the  program. 
After  all,  I've  been  running  this  machine  for  awhile, 
and  1  don't  make  that  mistake  any  more." 

The  important  thing  about  data  file  systems 
is  that  you  enter  and  retrieve  records  hundreds  of 
times.  A  small  stone  in  your  shoe  is  no  big  deal  if 
vou  are  sitfing  down,  but  walk  a  few  miles  and 
see  how  important  it  gets!  A  small  annoyance  in  a 
program  is  tolerable  if  you  only  encounter  it  once 


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Precision 
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in  a  while,  but  in  a  data  entry  or  retrieval  operation 
it  can  doom  the  whole  system.  Many  a  card  file 
has  been  restored  to  active  duty  because,  for 
reasons  like  these,  its  owner  got  fed  up  with  auto- 
mation. So,  be  prepared  to  go  to  great  lengths  to 
make  life  easv  for  the  user. 


Record  1 


Record  2 


Record  3      ^ — ■> 


Sequential  File 


Record  1  |  ^empty- 


Record  2 


3- 


Relative  File 


Record  1 


Record  2 


Hybrid  File 


Record  3 


3-- 


Table 


Address  I 
Address  2 


*^     Address  3 


The  three  types  ot  tiles.  Record  1  is  shown 
as  if  it  is  only  holt  as  long  as  Record  2. 


The  Three  Kinds  Of  Files 

There  are  three  kinds  of  disk  files.  The  first  is  one 
you  probably  already  know,  a  Sequential  File.  All 
the  data  is  strung  together  head  to  tail  and  put  on 
the  disk  that  way.  Your  programs  are  recorded  on 
tape  or  disk  in  a  sequential  file.  If  you  use  a  se- 
quential file,  you  will  need  to  put  separators  (called 
delimiters)  of  some  kind  between  items  of  data  so 
that  you  know  where  one  ends  and  the  next  be- 
gins. 

One  problem  with  sequential  files  arises  when 
you  want  to  change  a  record  and  the  new  one  is 
of  a  different  length.  It  is  like  putting  books  on  a 
shelf:  take  out  a  thin  one  and  put  a  fat  one  in  its 
place  -  you'll  hav^e  to  move  all  the  rest  to  make 
room.  If  you  rarely  make  any  changes,  it  might  be 
worthwhile  just  erasing  the  old  record  by  filling  it 
with  blanks  and  adding  the  new  version  at  the 
end. 

The  second  kind  is  a  Relative  File.  This  is  like 
a  series  of  pigeon  holes.  One  may  be  filled,  another 
partially  empty,  but  you  do  not  have  to  move 
them  to  make  room  when  you  enlarge  a  record. 
As  long  as  each  hole  is  big  enough  to  take  the 
biggest  record,  you  have  no  problem.  This  is  the 
kind  I  use  for  my  most  complex  data  file. 

158    COMPUTE!    July  1983 


The  third  kind  is  a  sequential  file,  but  with  a 
'Table  of  Contents''  like  the  directory  on  a  disk. 
Call  it  a  lii/hrid  File.  To  use  this  kind  takes  a  lot  of 
programming.  1  cannot  recommend  it  unless  the 
saving  in  space  is  much  greater  than  the  space 
taken  by  the  extra  programming  and  the  table. 
Only  big  professional  systems  are  likely  to  go  this 
route. 

The  figure  diagrams  the  three  file  types.  If 
your  disk  operating  system  supports  relative  files 
(also  called  randoni-acees:^  files),  you  will  probably 
want  to  use  that  kind  unless  you  are  going  to  be 
very  short  of  space  on  the  disk.  If  your  system 
doesn't  automatically  support  relative  files,  you 
can  make  your  program  do  it.  Keep  a  table  or  use 
a  formula  which  turns  a  record  number  into  its 
''address"  on  the  disk  -  its  track  and  sector.  Then 
you  read  or  write  a  record  directly  by  track  and 
sector.  This  is  a  bit  complicated,  but  worth  doing. 

Next  month,  we  will  look  at  methods  of  re- 
trieval and  how  they  can  affect  the  way  you  keep 
records.  /p^ 


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'22.00 

'21.00 

'35.00 

CALL 

'23.00 

'33.00 

'26.00 

'49.00 

'14.00 

'19.50 

'28.00 


'24.C 


c  ■  Cartridge       T  ■  Cassene       d  ■  Disk 


'Wor  3vaifat}ie  on  v\o2Q 

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We  also  have  included  a  free  form 
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eliminating  the  need  for  VislCalc"**.  How- 
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DATABASE  MANAGEMENT  SYSTEM  DESIGN 


BOX  274  KINGSBRIDGE  STN..  RIVERDALE.  N.Y.   10463  (212)  796-6200 


How  To  Make  Backup 
Disks  For  VIC  And  64 


Harvey  B  Herman,  Associate  Editor 


LOAD,  switch  disks,  SAVE,  LOAD,  switch,  SAVE- 

it  can  be  ciimbersonw  ami  tedious  to  make  backups  of 
disks  wheu  you  dofi't  have  a  dual  disk  drive.  Wluif's 
worse,  ifou  need  to  go  through  special  extra  step)s  to 
transfer  machine  language  programs.  This  utility,  for 
am/  64  or  expanded  VIC,  makes  creating  safe  backups 
on  single  disk  driz^es  nearhf  autoinatic. 


I  recently  purchased  a  1541  disk  drive  for  my  ex- 
panded VIC.  The  diskette  that  came  with  it  in- 
cluded a  few  sample  programs.  Conspicuous  by 
its  absence,  however,  was  a  program  to  make 
duplicate  copies  of  diskettes  for  backup  purposes. 
I  have  learned  the  hard  way  that  diskettes  do  not 
last  forever  and  it  is  foolish  to  have  only  one  copy 
of  important  programs. 

What  do  to?  Well,  1  w^as  luckv  to  have  acquired 
an  excellent  backup  program  for  the  Commodore 
2031  single  disk  drive  (w^ritten  by  Jim  Law  and 
Keith  Hope  and  distributed  by  the  Toronto  PET 
User's  Group).  I  adapted  this  program  to  work 
on  the  Commodore  64  and  expanded  VIC-20 
computers.  One  program  works  for  both.  The 
modifications  in  the  original  program  were  quite 
modest  -  a  few  PEEKs  and  POKEs  were  changed, 
and  the  machine  language  portion  was  relocated 
to  the  cassette  buffer  and  POKEd  in  from  DATA 
statements. 

The  program  is  quite  easy  to  use;  no  knowl- 
edge of  machine  language  is  necessary.  First,  the 
destination  diskette  is  formatted,  a  good  idea  if 
you  will  be  using  it  later  on  the  same  drive.  Please 
be  careful  to  format  only  blank  diskettes,  or  ones 
that  are  no  longer  needed.  Next,  the  diskettes  are 
swapped  and  the  source  diskette  is  read  to  deter- 
mine how  much  to  copy.  Successive  blocks  are 
then  read  from  the  source  into  the  available 
computer  memory.  (I  can  read  124  blocks  on  the 
Commodore  64  and  proportionately  less  on  the 


expanded  VIC,  which  has  less  memory.)  The  dis- 
kettes are  sw^apped  again,  and  identical  blocks  on 
the  destination  disk  are  written  from  data  saved 
in  memory.  The  swapping  of  source  and  destina- 
tion diskette  continues,  until  the  entire  diskette 
has  been  copied. 

Of  course,  it  would  be  easier  (but  not  much 
faster)  if  a  second  drive  were  available.  However, 
this  program  is  the  next  best  thing.  It  surely  beats 
loading  and  saving  BASIC  programs,  one  at  a 
time,  or  finding  the  loading  address  of  machine 
language  files.  Try  that  sometime  if  you  doubt  it. 

One  caution  -  the  program  will  not  work  on 
an  unexpanded  VIC.  1  have  added  24K  of  RAM, 
by  means  of  the  Cardboard,  and  this  minimizes 
swapping.  Much  less  than  16K  mav  not  be  practi- 
cal, as  too  few  blocks  are  copied  in  one  swap. 
Obviously,  the  Commodore  64  does  not  have  this 
problem. 

If  you  want  to  save  the  trouble  of  typing  this 
in,  I  will  make  a  copy  for  vou  on  cassette  or  diskette 
(1540/1341  format)  for  S3'.  Just  send  me  the 
medium,  a  self-addressed  mailer,  and  proper 
postage.  If  you  have  any  questions  please  enclose 
an  SASE.  My  address  is: 

I"hirve\/  B.  Herman 
Chenustri/  Deparhaenf 
ilNC"Grecu$boyo 
Grecjjsboro,  NC  27412 


VIC/64  Disk  Backup 

1  F0RI=828T0883 : READA; POKEI , A: NEXTI 

10  REM"D=DSAVE"@BACK2" , D0: ?DS9 : CATALOGD0 

20  BB=PEEK(44)+27:P0KE995,BB 

30  POKE998,PEEK(55) : P0KE999 , PEEK( 56 ) : POKE 

55,0:POKE56,BB:CLR 
40  BB=PEEK(995) 

50  N=PEEK ( 999 ) -BB-1 : BA=BB*256 : MA=828 
60  DIMBM%(35,24) 
70  FORJ=0TO7:TA(J)=2TJ:NEXT 
80  PRINT" {clear} f 03  RIGHT) { REV } BACKUP  154 

ICOFF}" 


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inc- 


Commodore  64  is  a  trademark  of  Commodore  Bt/stnets  Machines 

'isiCalc  is  a  trademark  of  VisiCorp. 

;alc  Resull  \%  a  trademark  of  Handle  Software,  AB. 


-^  08002  • 


609 


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90  PRINT" {down} 'GOTOlOeSS'  IF  PROGRAM  QUI 

TS  ABNORMALLY" 
100  PRINT " { DOWN ] " N " BUFFERS  AVAILABLE " 

110  0PEN1,8,15 

200  REM  ***  MAIN  FUNCTIONS  **** 

210  GOSUB1J000 

220  D?="S":GOSUB3200:I2$=IR$ 

230  IFDR$<>"2A"THENPRINT"[ REV) ILLEGAL  DOS  " 

1.0  DISK { OFF) ":GOTO10000 
240  IFI2$=I1$THENPRINT"{ rev) SOURCE  AND  DES 

TINATION  HAVE  SAME  ID  C0DE{0FF)"; 

GOTO10000 
250  GOSUB2500 

260  T=TS:S=0:NU=1:T1=T:S1=S 
270  PRINT#1, "I0":OPEN3,8,3, "#" 
280  PRINT "READING  BLOCK  #"; 
290  IFBM% ( Tl , SI ) =0THENGOSUB2000 : NU=NU+1 : IF 

NU>NTHEN320 
300  S1=S1+1;IFS1>20THENS1=0:T1=T1+I 
310  IFTKTF+1THEN290 
3  20  PRINT" {down)" 
3  30  CL0SE3 

340  D$="D":GOSUB3200:IFIR$<>I1$THENGOTO340 
350  PRINT#1,"I0":OPEN3,8,3, "#" 
360  PRINT"WRITING  BUFFER  #"? 
370  NU=1:T1=T;S1=S 
380  IFBM% (Tl , SI ) =0THENGOSUB2200:NU=NU+1 : IF 

NU>NTHEN410 
390  S1=S1  +  1 : IFSl > 20THENS1=0 : T1=T1+I 
400  IFTKTF+1THEN380 
410  PRINT" {DOWN) " 
420  CL0SE3 

430  S=S1+1:IFS>20THENS=0:T1=T1+1 
440  T=T1:IFT>TFTHEN500 

450  D$="S":GOSUB3200:IFIR$<>I2$THEN450 
460  NU=1;T1=T:S1=S:GOTO270 
500  REM  FINISHED  XFERS 
510  CLOSEI 

520  POKE55, PEEK (998) : POKE56 , PEEK( 999 ) : CLR 
530  PRINT" {02  D0WN)BACKUP  COMPLETE" 
540  OPEN1,8,0, "50" 

550  GET#1 , A? : IFA$<> " {REV) "THEN550 
560  PRINTA$; :GOTO610 
570  GET#1,A$:SS=ST:A=LEN(A$) :IFATHENA=ASC( 

A$) 
580  GET# 1 , B$ : SS=ST : B=LEN ( B? ) : IFBTHENA=ASC ( 

B$) 
590  IFSSTHEN660 
600  IFA=1ANDB=1THENGOSUB630 
610  GET#1,A$:IFA$=""THENPRINT:GOTO570 
620  PRINTA?; :GOTO610 
6  30  GET#l,A?sSS=ST:A=LEN(A$) : IFATHENA=ASC( 

A$) 
640  GET# 1 , B$ : SS=ST : B=LEN ( B? ) : IFBTHENB=ASC ( 

B$) 
650  N=B*256+A:PRINTN;: RETURN 
660  CLOSEI 
670  END 

1000  REM  HEADER  DEST  DISK 
1010  PRINT" {down) INSERT  DESTINATION  DISK  TO 

BE  FORMATTED" 
1020  INPUT" [02  DOWNIdISK  NAME{03  RIGHT}_ 

[19  left) "rDN? 
1030  IFDN$="_"THENPRINT"{03  UP) " ; : GOTO1020 
1040  IFLEN ( DN$ ) > 16THENCLR: GOTO40 
1050  F=0 : F0RJ=1T0LEN ( DN$ ) : SI $=MID$ ( DN$ , J , 1 ) 
1060  IFS1?="_"0RS1?=CHR$(34)THENF=1 
1070  NEXTJ:IFFTHENPRINT"{03  UP } " ; :GOTO1020 
1080  INPUT" {down) UNIQUE  DISK  ID [03  RIGHT )_ 

(23  left)"; II? 
1090  IFI1$="_"THENPRINT"{02  UP ) " ; :GOTO1080 
1100  IFLEN(IIS)<>2THENPRINT"{02  UP)";:G0T01 

080 
162    COMPUTE1    July  1983 


I I 10  PRINT#1,"N0:"+DN$+ ","+!!$ 

1120  GOSUB3000 

1130  I FERTHENP RINTER$ : GOTO 10000 

1140  RETURN 

2000  REM  READ  BLOCK  T1,S1  TO  BUFFER  #  NU 

2010  C=. 

2020  PRINT#1,"U1";3;0;T1;S1 

2030  GOSUB3000:IFNOTERTHEN2060 

2040  C=C+1:IFC<3GOTO2020 

2050  PRINTER? :F0RJ=(BB+NU)*256T0(BB+NU)* 256 

+25 5: POKE J, • :NEXTJ:GOTO2100 
2060  PRINT#I/'B-P";3;0 
2070  IFNUO0THENPRINT"    {03  LEFT)  ";  RIGHT?  ( 

"   "+STR$(NU),3)r"{03  LEFT)"; 
2080  POKE996 , PEEK ( 3 ) : POKE997 , PEEK ( 4 ) : P0KE4 , 

BB+NU : SYSMA 
2085  P0KE3 , PEEK ( 996 ) : POKE4 , PEEK ( 997 ) 
2090  IFSTO .ANDST<>64THENGOSUB3000:GOTO2050 
2100  RETURN 

2200  REM  WRITE  BLOCK  T1,S1  FROM  BUFFER  #  NU 
2  210  C=. 
2220  PRINT#l,"B-A";0rTl;Sl:PRINT#l,"B-P";3? 

0 
2230  PRINT"    {03  LEFT} "? RIGHT? ( "   "+STR?(N 

U),3);"{03  LEFT}"; 
2240  POKE996,PEEK(3) : POKE997 , PEEK( 4 ) :P0KE4, 

BB+NU:SYSMA+3 
2245  P0KE3,PEEK(996) :P0KE4, PEEK ( 997 ) 
2250  IFSTO  .ANDST0  64THENPRINT  "{rev)  IEEE  WR 

ITE  ERROR" ST" {OFF} " :GOTO10000 
2260  PRINT#I, "U2";3;0;T1;S1 
2270  GOSUB3000:IFNOTERTHEN2300 
2280  G=C+1:IFC<3THEN2260 
2290  PRINT" {REV) UNRECOVERABLE  WRITE  ERROR"E 

R$:GOTO10000 
2300  RETURN 

2  500  REM  GET  BAM  TO  BM%(T,S) 
2510  TS=1:TF=. 

2520  PRINT#1,"I0":OPEN3,8,3, "#" 
2530  S9=0 

2  540  PRINT" I DOWN) TRACK  #    BLOCKS  TO  XFER" 
2550  PRINT" ####»######»####»»##»»»#" 
2560  NU=0:T1=18:S1=0:C0?=CHR?( . ) :GOSUB2000 
2570  By=4 

2580  T%=(BY-4)/4+l 
2590  PRINT"  ";T%; 
2 600  I FPEEK ( BA+BY )  =  . THENFORJ= • T02 0 : BM% ( T% , J 

)=.:NEXT:BY=BY+4:GOTO2650 
2610  S=0 
2620  BY=BY+1:A0=PEEK(BA+BY) : FORJ= .T07 :BM% (T 

% , S ) =A0ANDTA ( J ) : S=S+ 1 : NEXT 
2630  IFS<22THEN2620 
2640  BY=BY+1 

2650  ES=21:IFT%>I7THENES=19 
2660  IFT%>24THENES=1B 
2670  IFT%>30THENES=17 
2680  F0RJ=EST024 : BM% ( T% , J ) =- 1 : NEXT 
2690  SM= . : F0RJ= . TO20 : IFBM% ( T% , J ) = - THENSM=SM 

+1 
2700  NEXT: PRINT  TAB( 12 ) ; SM: S9=S9+SM 
2710  IFSM=.ANDTS=T%THENTS=TS+l:GOTO27  30 
2720  IFSMO  .THENTF=T% 
2730  IFBY<143THEN2580 
2740  CL0SE3 

2750  PRINT" START  =";TS;"  FINISH  =";TF 
2760  PRINT" {down} A  TOTAL  OF" ; S9 ? "BLOCKS  TO 

XFER" 
2770  SB=90+25+( .650+.980)*S9 
2780  S7=INT ( S8/60 ) : PRINT" APPROX" ; S7 " : " INT ( S 

8-S7*60) ; "FOR  COPY" 
2  790  RETURN 

3000  REM  READ  ERR  CH  TO  ER, ER? 
3010  INPUTt I , E0? , El ? , E2? , E3? : ER?=E0$+" , "+E1 


"REALLY  FOXY 
IS  BEING  LETTER  PERFECT' 


WORDPROCESSOR 
FOR  THE  COMMODORE  64"" 
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Cherry  Hilt.  New  Jersey  08002 

(609)  795-9480 


Commodore  64  is  a  trademark  of  Commodore  Electronics  Lrmited  Script  64  is  a  trademark  of  Richvale  Telecommunications 


t  s  Time  for 
TOTL  80MWARE! 

for  the  VIC  20'"  and  COMMODORE  64™ 

WORD  PROCESSING  AND  MAILING  LIST  &  LABEL 
now  available  with  ^^MMW^^E^^^W9M^W^^% 

FAST  PRINTING  •  LIGHTNING  LOADS  •  SIMPLE  COMMANDS 


TOTLTEXT  2.0  +  CS  V1C+8K  expansion  $25.00 

TOTLTEXT  2.5  +  CS  ViC  +  16K  expansion  $35.00 

TOTL.TEXT2.6  +  CS  Commodore  64  $40.00 

TOTLLABEL  2.1  +  CS  VIC  +  1 6K  expansion  $20.00 

TOTLLABEL2.6  +  CS  Commodore  64  $20.00 

TOTL  TIME  MANAGER  2.1   VIC  +  8K  expansion  $30.00 

TOTL  TIME  MANAGER  2.6  Commodore  64  $35.00 

time  management,  scheduling,  reports 

RESEARCH  ASSISTANT  2.0  VIC  +  8K  expansion  $30.00 

RESEARCH  ASSISTANT  2.0  Commodore  64  $35.00 

key  word  cross-reference  research  tool 

TOTLBUSINESS  3.0  VIC+  16K  expansion  $85.00 

TOTLBUSINESS  3.6  Commodore  64  $95.00 

business  programs  require  disk  and  are  shipped  on  disk 

One  Megabyte  Fuzzy  Diskette  $25.00 

computer  noveJty  piHow 


All  programs  work  wilh  40/80  column  (VIC)  and  80 
column  (64)  adapters  —  compatible  with  tape  or  disk 
systems —shipped  on  cassette  tape— available 
on  disk  $4.00  extra. 

Giiutlity  You  Cmn  Afford 

AoaiiUkhie  Mt  your  locmi  dernier 
or  bg  phone  order 


flTTL 

software  inc. 


1555  Third  Ave.,  Walnut  Creek,  CA  94596 
^^    Call  (415)  943-7877 

Commodore  64  and  VIC  20  are  registered  trademarks  of  Commodore  Electronics,  Ltd. 


July  1983    COMPUTEi     163 


3020  ER=LEN ( E0$ ) : IFERTHENER=VAL { E0$ ) 

3030  RETURN 

3200  REM  INSTRUCT  TO  SWAP  TO  DISK  GIVEN  IN  "^ 

3210  IFD?="D"THENS1$="DESTINATI0N" :GOTO3230 

3220  S1$="S0URCE" 

3230  PRINT" {down) INSERT  ";S1$;"  DISK,  PRESS 

I  REV) SPACE (off)" 
3240  GETA?:IFA$<>"  "THEN3  240 
3250  OPEN2,8,0,"$0" 
3260  GOSUB3000:IFER>0THEN10000 
3270  F0RJ=1T026;GET#2,A$:NEXTJ 
3280  GET#2,A$:GET#2,B$:IR$=A$+B$ 
3290  GET#2 , A$ : GET#2 , A? : GET#2 , B? : DR$=A$+B$ 
3300  CL0SE2: RETURN 
10000  REM  DROP  OUT 
10010  POKE55, PEEK (998) : POKE56 , PEEK( 999 ) : 

CLR: STOP 
15000  DATA  76,66,3,76,91,3,162,3,32,198,255, 

160,0,132,3,3  2,207,255, 145 
15010  DATA  3,165,144,208,3,200,208,244,32, 

204,255,96,162,3,32,201,255,160 
15020  DATA  0,132,3,177,3,32,210,255,165,144, 
208,3,200,208,244,32,204,255,96       © 


ATARI* 


PAYROLL  SOFTWARE 
FOR 
THE  ATARF  800 "  ' 


COMPUTE! 

The  Resource, 


Miles  Payroll  System""  is  an  advarced  arvj  compfertenssve  payroll  accounting  system 
designed  for  businesses  toOay  CumUalive  totals  are  mamiained  fof  each  employee,  as  well  as 
complete  fepc<t!ng,  check  wniing,  and  W*2  reporting  Some  feaiures  incii>de 

•  Random  access  lile  orgaraiation  lor  fast  updating  of  indtvidual  records 

•  Allows  weekly,  titweekly,  semtmoothly  or  montfily  pay  periods 

•  Completely  meriu-dnven  and  user-ffiendly 

•  Re^  lar,  0^  ome  Ooutde  t  mt  S  icK  Ht^id  ay ,  Vacat  m  Bonus  and  Corrintssmn  earwno  categonea 

•  Payroll  deductions  tnci  ude  Federal  W/  H  Tax.  Stale  W/H  Tax,  Cily  W/H  Tax,  PICA,  SO  t.  Group 
Insurance  and  3  user-defined  deductions 

•  Tax  sheltered  annuity  deduction  capability  le^  IRAs  and  other  tax  shelters. 

•  State  and  Federal  Unemployment  Insurance  rnaintained 

•  Complete  ftle  viewing  and  editing  capahilily 

•  Maintains  up  to  50  employees 

•  Up  to  10  user- defined  Workers  Compensaiton  classifications 

•  Federal  Tax  tables  may  be  changed  in  only  1 5  minutes  each  year  by  user  when  IRS  changes  tax 

•  Tabte  method  used  lor  State  and  City  Tax.  allowing  compatibility  with  any  state's  or  City's  tax 

•  Produces  15  different  reports,  including  W-2  Forms  Report 

•  Checks  calculated  and  pnnted  automatically 

•  PROGRAMEWABLINGMODLLE"  protects valuaWepayrolh nf ornia lionfromunauthonzedusers 

•  3  user-  defined  payroll  deductions  to  accommodate  customi2ed  needs  such  as  savings,  profit 
sharing,  tax  shelters,  pensions,  etc 

•  Pay  penod.  nwntbiy,  quarterly  and  yearly  cumulative  totals  maintained  for  each  employee 

•  Automatic  input  error  detection  and  recovery  protects  system  from  user- generated  errors 

•  Easy-to-follow,  detailed,  and  comprehensive  user's  manual  and  tutorial  leads  the  user  step 
by  step  allowing  anyone  with  litlle  computer  expenence  to  easily  operate  the  package 
includes  indeik 

•  Color,  souiTd,  and  graphics  utilised  for  user  ease 

•  Maintains  employee  pay  history. 

•  Allows  for  manual  payroll  check  writing 

•  Packarjeri  in  a  handsome  S-ring  deluxe  pocketed  binder  with  3  diskettes  and  manual 

•  Reasonable  price 

See  your  local  store  or  contact  Miles  Compuiing 

jL  A  MILES  COMPUTING 

/l|\:t-.<-  7136  Haskell  Ave.  #204 


liles 


Van  Nuys.  CA  91406 
(213)994-6279 


Atari  IS  a  registered  trademark  ot  Atarf.  Inc 

Miles  Computing  MILES  PAYROLL  SVSTEM,  PROGRAM  E^ABLING  MODULE  are  trademarks 

of  Miles  Computing.  Van  tVuys,  California  Not  attiliated  with  Atari,  Inc 

St  79  95  Requifes32K  and  two  Atari"  8^0"  disk  drivers  Payment  in  US,  funds  required  with 

order  California  residents  add  6.5%  sales  tax  CO  D  or  prepayment  only  Dealer  inquires 

welcome 


164    COMPUTE!     July  1983 


CIRCLES 


Jeffrey  S  McArthur 


Every  Atari  graphics  programmer  needs  to  draw  circles. 
This  tutorial  will  show  you  hoiv  to  draw  a  circle  -  and 
draw  one  fast  -  without  jumping  through  hoops.  There 
are  seiKral  drawing  utilities  here,  from  an  elementary 
BASIC  routine  lohich  takes  60  secoiuis  to  a  machine 
language  version  that  finishes  in  a  fraction  of  a  second. 
Even  if  you're  not  interested  in  the  methodology,  you 
can  still  use  these  subroutines  in  your  graphics  and 
ganws. 


Program  1  draws  circles,  but  takes  more  than  a 
minute  to  draw  a  circle,  no  matter  how  big  or 
small  it  is. 

Reflections 

A  circle  is  symmetrical,  so  why  don't  we  take  ad- 
vantage of  its  symmetry?  If  we  know  the  value  of 
one  point,  we  can  reflect  it  across  the  X-axis  or 
across  the  Y-axis.  That  is,  if  we  know  (X,Y)  is  a 
point  on  the  circle,  then  so  is  (X,-Y).  The  same  is 
true  for  (-X,Y)  and  (-X,-Y),  So  we  have  to  do  only 
a  quarter  of  the  work.  Circles  are  also  symmetrical 
along  the  X  =  Y  line.  If  we  know  (X, Y)  is  on  the 
circle,  then  so  is  (Y,X).  Now  we  have  to  find  only 
an  eighth  of  the  points.  Program  2  uses  that 
method. 

Unfortunately,  even  doing  only  one-eighth 
pf  the  work,  we  still  need  more  than  ten  seconds 
to  draw  the  circle.  Perhaps  there  is  a  better  way. 
Instead  of  using  sines  and  cosines,  use  the 
equation: 

X*X  +Y*Y=R*R 

That  isn't  very  useful,  but  we  can  rearrange  the 
equation  and  get: 

Y  =  SQRT(R*R-X*X) 

So  all  we  have  to  do  is  find  Y  for  X=  -R  to  R. 
However,  since  the  square  root  function  returns 
only  the  positive  square  root,  we  also  have  to  plot 
the  negative  square  root.  Program  3  is  an  example 
of  how  to  do  that.  This  method  is  faster  than  using 
sines  or  cosines,  but  it  still  takes  more  than  16 
seconds.  So  using  Program  4,  we  reflect  it,  like 
we  did  in  Program  2. 

Now  we  have  a  method  that  takes  only  five 
seconds  on  a  large  circle  and  is  a  lot  faster  on  the 


smaller  ones.  If  you  take  a  close  look  at  how  Pro- 
gram 4  draws  the  circle,  you  see  it  draws  lines  of 
different  lengths.  This  method  works  fine  on  a 
screen,  but  on  a  plotter  the  circle  has  flat  spots. 

A  Faster  Circle 

The  screen  is  made  up  of  an  array  of  points.  Each 
point  is  addressed  by  two  coordinates  (X,Y).  How- 
ever, X  and  Y  are  always  integers.  In  Atari  BASIC 
you  can  PLOT  0.5,0.5,  but  the  points  are  rounded 
to  integers.  So  if  you  are  at  one  point  on  the  circle 
and  are  trying  to  figure  where  the  next  point  is, 
you  can  go  in  eight  directions. 

If  you  divide  the  circle  into  quarters,  then 
only  three  of  those  directions  are  valid.  If  you 
divide  the  circle  into  eight  parts,  you  can  go  in 
only  two  directions.  For  example,  if  you  are  on 
the  circle  at  (R,0),  the  next  point  is  either  (R-1,0) 
or  (R-1,1).  This  method  is  called  a  potential  function. 
Since  the  screen  cannot  plot  points  except  with 
integers,  there  is  a  small  error  that  is  not  always 
equal  to  zero. 

We  want  to  keep  the  error  as  small  as  possible. 
We  also  reflect  it  eight  ways  as  before.  That  takes 
only  three  seconds,  and  we  never  have  to  draw 
any  long  lines.  Program  5  uses  this  method. 

Notice  also  that  you  can  achieve  the  entire 
result  using  only  addition  and  subtraction.  Such 
programs  can  be  easily  converted  to  machine  lan- 
guage since  we  don't  have  to  multiply  or  divide. 
Program  7  is  a  machine  language  program  to  draw 
a  circle.  Program  6  calls  the  machine  language 
and  takes  less  than  two-tenths  of  a  second  to  draw 
a  circle. 

The  machine  language  is  called  by  a  USR 
function.  The  parameters  that  are  passed  to  it  are, 
in  order:  the  address  of  the  code,  the  X  coordinate 
of  the  center  of  the  circle,  the  Y  coordinate  of  the 
center  of  the  circle,  the  radius,  and  the  mode  of 
drawing.  The  mode  of  drawing  means 

0:  turn  point  off 
1:  turn  point  on 
2:  invert  point 

The  program  can  be  converted  to  any  6502 
machine.  The  only  things  that  need  to  be  changed 
are  where  the  variables  are  stored  and  how  to 
plot  the  points. 

July  1983     COMPUTE     165 


The  only  problem  with  the  machine  language 
program  is  that  it  does  no  checking  to  see  if  the 
circle  goes  off  screen.  And  no  clipping  is  done. 
Therefore,  if  your  circle  goes  off  screen^  you  will 
write  over  other  memory. 

Program  i:  sines  And  cosines 


Program  4:  square  Root  Reflected 


100 

REM  CIRCLE  DEMONSTRATION 

1 10 

REM  PROGRAM  4t  1 

140 

REM  THIS  METHOD  TAKES  AP 

ELY  61  SECONDS 

200 

DEC 

210 

GRAPHICS  8 

220 

COLOR  1 

230 

SETCOLOR  2,0,0 

240 

A=160 

250 

B  =  80 

260 

R  =  50 

300 

FOR  ALPHA=0  TO  360 

310 

X 1  =  1  NT (R*CDS  (ALPHA)  +0.5) 

320 

Y1=INT (R*SIN (ALPHA) +0-5) 

330 

PLOT  A  +  Xl,B-i-Yl 

340 

NEXT  ALPHA 

APPROXIMAT 


100 

REM 

1 10 

REM 

140 

REM 

ELY 

210 

GRAP 

220 

COLO 

230 

SETC 

240 

A=16 

250 

B  =  80 

260 

R  =  50 

270 

X0  =  -' 

280 

X  1=- 

290 

Y1  =  I 

300 

PLOT 

310 

PLOT 

320 

PLOT 

330 

PLOT 

340 

PLDT 

350 

PLOT 

360 

PLOT 

370 

PLOT 

380 

X0=X 

390 

IF  - 

CIRCLE  DEMONSTRATION 

PROGRAM  #4 

THIS  METHOD  TAKES  APPROXIMAT 

5  SECONDS 

HICS  8 

R  1 

GLOR  2,0,0 

0 


R: Y0=0 

R 

NT(0.5  +  SQR(R*R-X1*X1)  ) 

A+X0,B+Y0:DRAWTO  A+X1,B+Y1 

A-X0,B+Y0:DRAWTG  A-X1,B+Y1 

A+X0,B-Y0:DRAWTO  A+X1,B'Y1 

A-X0,B-Y0:DRAWTQ  A-X1,B-Y1 

A+Y0,B+X0:DRAWTG  A+Y1,B+X1 

A-Y0,B+X0:DRAWTQ  A-Y1,B+X1 

A+Y0,B-X0:DRAWTO  A+Y1,B-X1 

A-Y0,B~X0:DRAWTO  A-Yi,B-Xl 

1 : Y0=Y1 

X1>=Y1  THEN  Xl=Xl+l:GOTO  290 


Program  2:  Sines  And  Cosines  Reflected  Program  5:  Potential 


100 
1  10 

140 

200 
210 
220 
230 
240 
250 
260 
270 
300 
310 
320 
330 
340 
350 
360 
370 
380 
390 
400 
410 


REM 
REM 
REM 
ELY 
DE6 
GRA 
COL 
SET 
A=l 

B=a 

R  =  S 
PLO 
FOR 
X  1  = 
Yl  = 
PLO 
PLO 
PLO 
PLO 
PLO 
PLO 
PLO 
PLO 
NEX 


CIRCLE  DEMONSTRATION 
PROGRAM  #2 

THIS  METHOD  TAKES  APPROXIMAT 
1 1  SECONDS 


PH 
OR 
CO 
60 
0 

0 
T 

A 
IN 
IN 
T 
T 
I 

T 
T 
T 
T 
T 
T 


ics  a 
1 

LOR  2,0,0 


A  +  R 
LPH 

T  (R 
T  (R 

A+X 
A-X 
A+X 
A-X 
A+Y 
A-Y 
A  +  Y 
A-Y 
ALP 


.  B 

A=0  TO  45 
*COS (ALPHA) +0.5) 
*SIN (ALPHA) +0.5) 
1 , B+Yl 
1  , B  +  Yl 
1 , B-Yl 
B-Yl 

e+xi 

B+Xl 
B-X  1 
B-X  1 


1 
1 

1 
1 
1 
HA 


Program  Z:  Square  Root 


100  REM  CIRCLE  DEMONSTRATION 

110  REM  PROGRAM  #3 

140  REM  THIS  METHOD  TAKES  APPROXIMAT 

ELY  17  SECONDS 

210  GRAPHICS  8 

220  COLOR  1 

230  SETCOLOR  2,0,0 

240  A=160 

250  B=80 

260  R=50 

270  X0=-R:Y0=0 

300  FOR  Xl=-R  TO  R 

310  Y1=INT(0.5+SQR(R«R-X1»X1)) 

330  PLOT  A+X0, B+Y0: DRAWTO  A+X1,B+Y1 

335  PLOT  A+X0, B-Y02 DRAWTO  A+X1,B-Y1 

336  X0=X1:Y0=Y1 
340  NEXT  XI 


100 
1  10 

1  4  0 

210 
220 
230 
240 
250 
260 
270 
280 
290 
300 
310 
400 
410 
420 
430 
440 
450 
460 
470 
500 
510 
520 

530 


REM 
REM 

REM 

ELY 

GRA 

COL 

SET 

A=l 

B  =  8 

R  =  5 

PHI 

Y  1  = 

X  1  = 

PHI 

PHI 

FLO 

PLO 

PLO 

PLO 

PLO 

PLO 

PLO 

PLO 

PHI 

Yl  = 

IF 

=  PH 

IF 


CIRCLE  DEMONSTRATION 

PROGRAM  415 

THIS  METHOD  TAKES  APPROXIMAT 

3  SECONDS 

HICS  B 

R  1 

QLOR  2,0,0 

0 


P 

0 

c 

6 

0 

0 

=  0 

0 

R 

Y 

X 

T 

T 

T 

T 

T 

T 

T 

T 


=  PH 
Y  =  P 
A  + 
A- 
A  + 
A- 
A  + 
A- 
A  + 
A- 
PHI 
1  +  1 
BS  C 
XY: 


I +Y1+Y1  +  1 


HIY-Xl- 
XI , B+Yl 

B  +  Yl 
B-Yl 
B-Yl 
B+X  1 
B  +  X  1 
B-Xl 
B-Xl 


X  1  +  1 


XI 
X  1 
X  1 
Yl 
Yl 
Yl 
Yl 
Y 


PHIXY) < ABB (PHI Y) 

X1=X 1-  1 

Yl  THEN  300 


THEN  PHI 


Program  6:  basic  Call  To  Machine  Language 


100 
1  10 

140 

210 

220 
230 
240 
250 
260 
270 
300 


REM 

REM 

REM 

ELY 

GRAP 

COLO 

SETC 

A=16 

B  =  80 

R  =  50 

P  =  7* 

I=US 


CIRCLE  DEMONSTRATION 

PROGRAM  It6 

THIS  METHOD  TAKES  APPROXIMAT 

0.  1833  SECONDS 

HICS  8 

R  1 

QLOR  2,0,0 

0 


16*16*16 
R  (P,  A, B, R. 


1  > 


166    COMPUTE!     July  1983 


BASIC 
Commander 


The  most  powerful 

progra^mming  aid  availabte 

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Program  7: 

Machine  Language  Circle  Drawing  Subroutine 


10  REM  28000-  IS  SUBROUTINE 

20  SDSUB  28000 

30  END 

28000 

FOR  ] 

=0  TO  758-READ  A:POI 

72+1, 

A:NEXT  I 

28010 

RETURN 

28672 

DATA 

104, 104, : 

141,5,6, 104 

28678 

DATA 

141,4,6, 

104, 141,7 

28684 

DATA 

6,  104,  141  ,6,6,  104 

28690 

DATA 

141,9,6, 

141 , 12,6 

28696 

DATA 

104, 141,8,6,141,11 

28702 

DATA 

6, 104, 104, 141 , 10,6 

28708 

DATA 

201 , 3, 144, 1 , 96, 169 

28714 

DATA 

0,141,13, 

, 6, 141 , 14 

28720 

DATA 

6, 141,15, 

,  6,  141 ,  16 

28726 

DATA 

6,24, 173, 

,4,6, 109 

28732 

DATA 

11,6,  141, 

,25,6, 173 

28738 

DATA 

5,6, 109, ^ 

12,6, 141 

28744 

DATA 

26,6,24, : 

173,4,6 

28750 

DATA 

109, 13, 6, 

. 141,29,6 

28756 

DATA 

173,5,6, : 

L09, 14,6 

28762 

DATA 

141 , 30, 6, 

. 56, 173, 4 

28768 

DATA 

6, 237,  1  1  , 

.6, 141,27 

28774 

DATA 

6,  173, 5, 6, 237,  12 

28780 

DATA 

6, 141 ,28, 

, 6, 56, 173 

28786 

DATA 

4, 6, 237, . 

13, 6, 141 

28792 

DATA 

31 ,6, 173, 

,5,6, 141 

2879B 

DATA 

14,6, 141 

,  32, 6, 24 

28804 

DATA 

173,6,6, 

109,  11,6 

28810 

DATA 

141 , 33, 6, 

, 173,7,6 

28816 

DATA 

109, 12,6, 

,141,34,6 

2B822 

DATA 

24, 173,6 

,6,109,  13 

28828 

DATA 

6, 141 , 37, 

,6,173,7 

28834 

DATA 

6, 109, 14 

,6, 141 , 38 

28840 

DATA 

6,56, 173 

,6,6,237 

28846 

DATA 

11,6, 141 

, 35, 6, 173 

28852 

DATA 

7,6,237, 

12,6, 141 

28858 

DATA 

36,6,56, 

173,6,6 

28864 

DATA 

237, 13,6 

p 141 , 39,6 

28870 

DATA 

173, 7, 6, 237, 14, 6 

28876 

DATA 

141,40,6 

, 173,25,6 

28882 

DATA 

141,0,6, 

173,26,6 

28888 

DATA 

141, 1,6, 

173,37,6 

28894 

DATA 

141,2,6, 

173,38,6 

28900 

DATA 

141,3, 6, 32, 106, 114 

28906 

DATA 

173,27,6 

, 141,0,6 

28912 

DATA 

173,28,6 

,141,  1,6 

28918 

DATA 

32, 106, 1 

14, 173,25,6 

28924 

DATA 

141,0,6, 

173, 26,6 

28930 

DATA 

141, 1,6, 

173,39,6 

28936 

DATA 

141,2,6, 

173, 40, 6 

28942 

DATA 

141,3,6,: 

52,  106,  114 

28948 

DATA 

173, 27,6 

, 141,0,6 

28954 

DATA 

173,28,6 

p  1  4  1  ,  1  ,  6 

28960 

DATA 

32, 106, 1 

14, 173,29,6 

28966 

DATA 

141,0,6, 

173,30,6 

28972 

DATA 

141,1,6, 

173,33,6 

28978 

DATA 

141,2,6, 

173,34,6 

28984 

DATA 

141,3,6,: 

52, 106, 114 

28990 

DATA 

173,31 ,6 

, 141,0,6 

28996 

DATA 

173,32,6 

,141, 1,6 

29002 

DATA 

32, 106, 1 

14, 173,29,6 

29008 

DATA 

141,0,6, 

173, 30, 6 

29014 

DATA 

14  1,1,6, 

173,35,6 

29020 

DATA 

14  1,2,6, 

17  3,36, 6 

29026 

DATA 

141,3,6, 

32,  106,  114 

29032 

DATA 

173,31,6 

, 141,0,6 

2903B 

DATA 

173,32,6 

,  141,  1,6 

29044 

DATA 

32, 106, 1 

14, 173, 14,6 

29050 

DATA 

205, 12,6 

,240,3, 144 

29056 

DATA 

29062 

DATA 

29068 

DATA 

29074 

DATA 

29080 

DATA 

29086 

DATA 

29092 

DATA 

29098 

DATA 

29104 

DATA 

291  10 

DATA 

291  16 

DATA 

29122 

DATA 

29128 

DATA 

29134 

DATA 

29140 

DATA 

29  146 

DATA 

29152 

DATA 

29158 

DATA 

29164 

DATA 

29170 

DATA 

29176 

DATA 

29182 

DATA 

29188 

DATA 

29194 

DATA 

29200 

DATA 

29206 

DATA 

29212 

DATA 

29218 

DATA 

29224 

DATA 

29230 

DATA 

29236 

DATA 

29242 

DATA 

29248 

DATA 

29254 

DATA 

29260 

DATA 

29266 

DATA 

29272 

DATA 

29278 

DATA 

29284 

DATA 

29290 

DATA 

29296 

DATA 

29302 

DATA 

29308 

DATA 

29314 

DATA 

29320 

DATA 

29326 

DATA 

29332 

DATA 

29338 

DATA 

29344 

DATA 

29350 

DATA 

29356 

DATA 

29362 

DATA 

29368 

DATA 

29374 

DATA 

29380 

DATA 

29386 

DATA 

29392 

DATA 

29398 

DATA 

29404 

DATA 

29410 

DATA 

29416 

DATA 

29422 

DATA 

29428 

DATA 

10, 96, 173, 13,6, 205 
1 1 , 6, 144, 1 , 96, 173 
1 1 , 6, 133, 4, 173, 12 
6,  133,5,  173,  13, 6 
133,205, 173, 14, 6, 133 
206,6, 4, 38, 5, 6 
205,38,206,56, 165,205 
109, 15,6, 141, 17,6 
165, 206, 109, 16, 6, 141 
IB, 6, 24, 173, 17,6 
229, 4,141, 19, 6, 173 
18,6,229,5, 141 ,20 
6, 173, 18,6, 16, 27 
73, 255, 141 , 22, 6, 173 
17, 6, 73, 255, 24, 105 
1, 14  1 ,21,6, 173,22 
6, 105, 0, 141 , 22, 6 
24,  144,9,  141,22,6 
173, 17, 6, 14  1 , 21 , 6 
173,20,6,  16,27,  73 
255, 141 , 24, 6, 173, 19 
6,73,255, 24, 105, 1 
141,23,6, 173,24,6 
105,0, 141 ,24, 6, 24 
144,9, 141,24,6, 173 
19, 6, 14  1 , 23, 6, 173 
17,6, 141, 15,6, 173 
18,6, 141 , 16, 6, 24 
173, 13,6, 105, 1, 141 
13,6, 173, 14, 6, 105 
0, 141, 14,6, 173,22 
6,205,24,6, 144,39 
208,8, 173,21 , 6,205 
23,6, 144,29, 173, 19 
6,  141,  15,6,  173,20 
6, 141, 16,6,56, 173 
11,6, 233, 1,141,11 
6, 173, 12, 6, 233, 0 
141,  12,6,76,55,  112 
173, 2, 6,  133, 205,  169 
0, 133, 206, 6, 205, 38 
206,6, 205,38, 206, 6 
205, 38, 206, 165, 205, 133 
4, 165, 206, 133, 5,6 
205,38,206,6,205,38 
206,24, 165,205, 101,4 
133, 205, 165, 206, 101,5 
133,206, 173,0, 6, 133 
4, 173, 1 , 6, 133, 5 
70, 5, 102, 4,70, 5 
102,4,70,5, 102,4 
24, 165, 205, 101 , 4, 133 
205, 165, 206, 10  1,5, 133 
206,24, 165,205, 101,88 
133, 205, 165, 206, 101 , 89 
133, 206, 173,0, 6, 41 
7, 170, 160, 0, 173, 10 
6,208, 10, 189,41 ,6 
73,255,49,205, 145,205 
96, 201 , 1 , 208,8, 189 
41,6, 17,205, 145,205 
96, 189, 41,6,81, 205 
145,205, 96,0, 0, 0 


COMPUTE! 

The  Resource 


168    COMPUTE!    Jutv1983 


COMPUTERS 

Second  Book  Of  Atari 


After  only  three  years  on  the  market 

the  Atari  400/800  microcomputers 
have  become  among  the  most 
popular  personal  computers  ever 
made.  So  it  was  no  surprise  when 
COMPUTErs  First  Book  of  Atari  a 
collection  of  the  best  Atari  articles 
published  during  1980-81  in 
COMPUTE!  Magazine,  also  became" 
a  "bestseller"  with  Atari  enthusiasts. 
The  first  printing  sold  out  in  just  a 
few  months. 

That's  why  we've  followed  up 
with  COMPUTErs  Second  Book  of 
Atari.  Available  immediately,  the 
Second  Book  of  Atari  continues 
COMPUTEi's  tradition  for  personal 
computer  users. 

But  the  Second  Book  of  Atari 
differs  from  the  First  Book  in  one 
important  respect  -  all  the  articles 
are  totally  new  and  previously 
unpublished.  The  Second  Book  of 
Aar/ includes  such  interesting 
articles  as  "Page  Flipping/'  "Fun 
With  Scrolling/'  "Perfect  Pitch/' 
"Player-IVIissile  Drawing  Editor/' 
and  'TextPlot  Makes  a  Game/' 
Whole  chapters  are  devoted  to 
subjects  such  as  "Advanced 
Graphics  and  Game  Utilities/' 
"Programming  Techniques;"  and 
"Beyond  BASIC/'  With  250  pages  - 
more  than  25  percent  thicker  than 
the  First  Book  at  the  same  price  - 
the  Second  Book  of  Atari  is  crammed 
with  information  and  ready-to-type 
program  listings.  And  the  book  is 
spiral-bound  to  lie  flat  and  is  fully 
indexed  for  quick  reference. 

Best  of  all  COMPUTErs  Second 
Book  of  Atari,  like  COMPUTE! 
Magazine  itself,  is  written  and  edited 
to  appeal  to  all  computer  enthusiasts 
at  only  SI 2.95. 


IV  InrroJucrinn 

1  Chapter  One.  Utilitjes  f^olurrLock 

2  Atari  BASIC  Joystick  Ruurine" 

5  Joystick  Tester      ....  KirkOresg 

7  f^^-v'^'-arJInpiit  Or  Contn'>lled  Escape RoK'rt  R..chon 

9  POKE  TAB  In  BASIC  ^       '^''^'"  ^^'"  <-'le^e 

II  J!"'  '^^  ^'^"""^  Screen  Dump'  .'  .' ''T"','v?-  ^'''^ 

15  Memory  Test  *  ' "  *    ^^^^^'id  Nevvcnrn 

,^n'?f^^'^^f"nsMnn,pML,tinn  Trick.  n       i  t:  r^ 

26  Usin,  The  Atnri  Forced  Read  Mode         ^'"i  ^/,9'^'-'"' 

33  A  Simple  Screen  Editor  For  Ariri  I>,f.  Fil'. ,'        '"       "  ■'""^"-' 

36  Plotting  Made  Easy    .  .  .                         "    '  '  '  "     '-="^^-r<-'n':c  R.  Stark 
41  Graphics  Generator  -'"'^"  Scarborough 

44  Analyze  YourProgran.:  An  Atari  RASICUtiii-tv   '   ''''''^''^.^'^^ 
SI  h..de  Atan  M.crosoft  BASIC:  A  First  Look    .  .  ^  :  ;  :  ^,..  ^^^^^ 

SiSSfi:/'''""-  ^•'^^"«*'  ^-P*^'"  And  Games 

55  Player-Missile  Drawini- Editor     ..  ^^^ 

67  Point  Set  Graphics    ...  ^  "■  F"ersrer 

76  Page  Flipping     .  Uuiglas  Winsand 

78  An  Introduction  To  Display  List  Interrupts R><;1<  Williams 

85  t.xtendmg  Atari  High  Re.solurion  Graphic       ^'^'"  ^=!^=^''" 

85  Part  1:  The  Polygon  Fill  Subroutine  Ph.I  Dunn 

92  Part  2:  Textured  Graphics 

114  Part  3:  Multi-colored  Graphics  In  Mode  8 

1 60  Textp|(,t  Makes  A  Game 

169  Fun  With  Scrolling   .  .        ^"^'^  P'otkin 

lal A ^  '^!^^*'^'-  Applications. 

185  A  Simple  Text  Editor 

194  The  Atari  Keyboard  Speaks  Our Osvaldo  Ramirez 

198  Atar.  Screen  L  Strip  S;tR    order hT''^^'  't? 

209  Fast  Banner     ■'•-....     Helmut  Schmidt 

213  Perfect  Pitch    .  .  ' * '     Sol  Guber 

21 9  Chapter  Five.  Beyond  BASIC  ^'"^^"^'' 

221  Put  Your  USR  Code  Into  A  RA'^inn  a 

2«  r;^s::s^^:::s:-  ^^^-"^  •  ■  •  ■  ^  ^-^-^  aC" 

2AR  T     .       r-  ' ^^^^^^  Kastenht)l2 

^*«  Listmo  Conventions 
249  Index 


beginners  and  experts  alike.  Priced 


Available  at  computer  dealers  and  bookstores  nationwide.  To  order  directly  call  TOLL  FREE  800-334-0868. 
In  North  Carolina  call  91 9-275-9809.  Or  send  check  or  money  order  to  COMPUTEI  Books,  P.O.  Box 
5406,  Greensboro.  NC  27403. 


A(tti  S2  00  shippng  rind  handiing,  OutMdc  the  U.S.  ^dd  S5.00  for  air  mM  S2.00  for  surface  mail  AH  orders  prepaid,  U.S.  funds  only 


PET  Uncompactor 


David  L  Evans 


The  PET  Compactor  pro^raui  (lull/ 1982)  iiHisn  populnr, 
very  fast  way  to  squeeze  a  BASIC  pro^^ram  iiito  the 
smallest  amount  of  memory  possible.  It  created 
"metalines/'  some  far  longer  than  SO  characters,  itsin^^ 
a  new  line  number  only  xvhen  the  program's  lo^ic  de- 
manded it.  Here's  the  companion  utility.  Also  written 
entirely  in  machine  lan^tnige  (and  requiring  Upgrade 
or  4.0  BASIC,  with  disk),  the  Uucompactor  stretches  a 
compact  BASIC  program  out  iiito  main/  small  lines. 
This  makes  modifications  and  program  aiialysis  easier. 
Often,  a  compacted  program  cannot  be  clianged  at  all 
without  behig  uncompacted  first.  The  program  is  pro- 
vided as  a  hex  dump,  with  instructions  on  hoio  to  enter 
it  into  your  PET. 


This  machine  language  routine  uncompacts  fast. 
In  fact,  it  represents  a  3300%  increase  in  speed 
over  an  uncompactor  written  in  BASIC. 

Unlike  my  "Compactor"  program  published 
last  year,  it  requires  tw  changes  to  run  on  either 
Upgrade  or  4.0  PET  BASIC.  It  achieves  this  by 
making  heavy  use  of  the  "kernal"  (the  jump  table 
located  at  the  top  of  memory  in  all  PET/CBMs). 
The  kernal  is  used  to  PRINT,  OPEN  and  CLOSE 
files,  GET  and  INPUT  bytes,  and  to  restore  the 
original  environment  (default  parameters)  of 
the  PET, 

The  routines  to  GET,  INPUT,  and  RESTORE 
are  all  straightforward;  all  the  user  does  is  execute 
a  subroutine  call  to  the  desired  routine. 

For  example,  to  use  the  routine  RESTORE, 
the  user  types: 

JSR$FFCC 

Both  of  the  routines  to  GET  and  INPUT  return 
the  value  that  was  input  into  the  accumulator. 

The  PRINT  routine  QSR  $FFD2)  requires  that 
the  accumulator  be  loaded  with  the  byte  that  the 
user  wishes  to  be  printed.  The  routine  to  set  the 
OUTPUT  or  INPUT  device  also  requires  the  user 
to  set  up  some  parameters  before  calling  them. 
The  user  must  first  open  the  file  to  be  accessed, 
then  load  the  X-register  with  the  file  number,  and 

170    COMPlfrt!     July  1983 


finally  execute  a  subroutine  call  to  the  routine 
desireci. 

Example:  To  print  a  colon  to  file  number  two, 
do  the  following  (this  assumes  that  file  number 
two  has  been  opened): 

LDX  #$02 

jSR  $FFC9      ;  set  current  output  device 

LDA  #$3A 

JSR  $FFD2     ;  print  a  colon 

JSR  $FFCC     ;  restore  default  devices 

All  the  routines  discussed  above  are  widely 
used.  The  routines  to  OPEN  and  CLOSE  files, 
however,  are  not  as  well-known.  Each  routine 
requires  that  you  have,  somewhere  in  memory,  a 
string  of  characters  containing  the  OPEN/CLOSE 
command.  BASIC  is  informed  where  the  com- 
mand string  is,  by  setting  locations  $77  and  $78  to 
point  to  it. 

Example:  To  open  file  number  15,8,15,  type 
the  following: 

LDA    #<COMAND 

STA    $77 

LDA    #>COMAND 

STA    $78 

JSR     $FFCO  ;open  the  file 

COMAND  .BYTE  '15,8,15' 

Note:  My  assembler  uses  "<"  to  load  the  LSB  of  a 
label  and  ">"  to  load  the  MSB  of  a  label.  To  CLOSE 
a  file,  the  same  procedure  is  used. 

The  program  is  provided  in  the  form  of  a  hex 
dump  of  memory.  To  enter  this  into  your  com- 
puter, invoke  the  built-in  monitor  by  typing  SYS 
4.  Next,  display  the  first  block  of  memory  by 
typing  m  0400  047f .  Type  over  the  numbers  already 
in  memory  with  the  new  values  in  the  program, 
hitting  RETURN  after  each  line  of  eight  bytes. 
Repeat  this  procedure  for  the  following  blocks  of 
memory  until  all  changes  have  been  made.  Then 
save  the  program  to  disk  by  typing: 

S  "UNCOMPACTOR",  08,  0400,  08E7 

Since  the  program  occupies  the  normal  BASIC 
program  area,  and  since  the  first  13  bytes  consti- 
tute a  short  ''self-calling"  routine,  the  program 


can  be  loaded  and  run  as  if  it  were  in  BASIC. 

It  is  not  necessary  to  initialize  the  drives  used; 
the  program  will  automatically  do  it  for  you.  If 
the  output  file  name  exists  on  the  destination 
diskette,  the  program  will  overlay  it.  Follow  the 
directions  printed  on  the  screen  and  your  program 
will  then  be  uncompacted.  When  the  program  is 
finished,  LOAD  the  new  version  of  your  program 
and  type  the  CLR  command.  This  is  necessary  to 
relink  the  BASIC  program.  Be  sure  to  reSAVE 
your  CLRed  program  or  else  you  will  lose  it. 

For  those  who  do  not  want  to  type  this  in. 


send  $3  and  a  tape  or  disk  along  with  a  SASE  mailer 
to  the  address  below.  If  you  send  a  disk,  I  have 
DOS  2.0  so  all  disks  will  be  written  in  DOS  2.0. 

I  have  source  code  available  in  CBM  assembler 
format.  If  you  would  hke  a  copy  of  the  source 
code,  be  sure  to  make  a  note  of  it  when  you  send 
for  a  copy  of  my  program. 


David  L.  Evans 
2202  Ellis  Avenue 
Caldweli  ID  83605 


PET  Moohine  Language  Uncompaotor. 


0400 
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54  48 
20  57 
45  20 
20  46 
40  45 
4E  50 
45  20 
20  00 

55  54 
4E  41 
20  50 
20  57 
4E  45 
57  4F 
4F  4E 
2E  2E 
35  00 
38  20 
20  35 
20  36 
00  00 


BE  E7 
20  02 
80  EF 
38  F9 
E7  08 
80  E7 
88  AD 
K6  08 

30  09 
8E  EF 
08  08 
08  09 
E8  03 
20  20 

48  49 
47  55 

43  4F 
52  00 

44  41 

41  4E 
54  45 
20  4E 
54  48 
52  49 

42  45 

43  45 

54  2E 
50  40 
3A  46 

45  00 
45  20 

49  54 
4F  55 
49  40 
2E  00 

55  54 
4E  41 
0D  0D 
20  46 
4D  45 
20  52 
22  00 
00  00 
52  4B 
20  40 
2E  0D 

31  35 
31  35 
20  22 
20  22 
00  00 


July19S3    COMPUTE!     171 


statistical  Test  Of  Commodore 
And  Radio  Sliacic  I^ND 


Brian  Flynn 


This  article  provides  a  statistical  test  of  the  randomness 
of  your  BASIC'S  random  number  generator.  Versio7is 
of  the  program  for  TRS-80  Color  Computers  with  Ex- 
tended Color  BASIC  and  for  PET/CBM,  VIC,  and  64 
computers  are  provided.  To  use  the  TRS-80  version 
loith  non-Extended  BASIC,  you  must  substitute  the 
value  of  square  root  of  N  for  SQR(N)  in  lines  6110  and 
6120,  since  non-Extended  Color  BASIC  has  no  square 
root  function,  (SQRaOOO)  =  31.6228.)  Alternatively, 
the  Color  BASIC  manual  lists  a  square  root  routine  on 
page  116.  The  only  changes  necessary  to  use  the  PET  I 
CBM  version  on  the  VlC-20  or  Commodore  64  are  to 
adapt  the  PRINT  statements  to  the  smaller  screen  sizes. 

As  presented,  the  program  takes  several  hours  to 
sort  each  subsequence.  Thus,  several  days  would  be 
required  for  a  complete  program  run.  Each  of  the  fol- 
lowing options  significantly  reduces  the  required  execu- 
tion time: 

1 .  Replace  the  sort  routine  (Module  5)  with  a  faster 
sorting  routine.  (See  "'All  Sorts  of  BASIC  Sorts,'' 
COMPUTI!,  December  1982,  #31.) 

2.  Compile  the  program  before  running  it.  (Of 
course,  to  do  this  you  must  have  a  BASIC 
compiler.) 

3.  Reduce  the  number  of  fractions  specified  in 
the  DATA  statement  of  line  2020. 


The  phrase  "Kolmogorov-Smirnov"  brings  to 
mind  the  vision  of  a  big  white  dog,  a  beautiful 
princess,  and  a  bearded,  virile,  vodka-drinking 
czar.  In  reaHty,  hov^ever,  "Kolmogorov-Smirnov" 
is  not  this  imaginary  troika  from  pre-Bolshevik 
days,  but  rather  a  statistical  test,  named  after  two 
Russian  mathematicians,  for  trying  to  determine 
how  ^well  values  from  a  sample  match  values  from 
a  specified  population. 

The  test  is  often  used  to  examine  the  degree 
of  randomness  of  sequences  of  fractions  generated 
by  the  computer  from  a  uniform  distribution. 
This  article  explains  the  Kolmogorov-Smirnov 

172     COMPUTE*    July  1983 


test  in  more  detail,  and  then  uses  the  test  to 
evaluate  the  quality  of  the  random  number  gener- 
ator in  Microsoft's  BASIC  compiler  for  the  TRS-80 
and  Commodore  computers. 

Kolmogorov-Smirnov  Test 

The  command  "RND(Or  in  TRS-80  BASIC  gener- 
ates a  fraction  from  a  uniform  distribution  between 
0  and  1,  exclusive.  In  this  distribution,  graphed  in 
Figure  1,  the  probability  of  drawing  a  fraction 
between  0.0  and  0.1,  in  a  one-shot  selection,  is 
equal  to  the  probability  of  drawing  a  fraction  be- 
tween 0.1  and  0.2,  or  0.2  and  0.3,  and  so  on.  In 
each  case,  the  probability  is  1/10  since  the  distri- 
bution is  divided  into  ten  equal  parts. 

Now,  the  Kolmogorov-Smirnov  test  uses 
cumulative  rather  than  absolute  relative  frequency 
distributions.  Referring  again  to  the  uniform  dis- 
tribution of  Figure  1,  note  that  the  probability  of 
drawing  a  fraction  less  than  or  equal  to  0.2  is  1/ 
10  +  1/10,  or  0.2.  Similarly,  the  probability  of 
drawing  a  fraction  less  than  or  equal  to  0.3  is  1/ 
10  +  1/10  +  1/10,  or  0.3.  In  general,  the  probability 
of  selecting  a  fraction  less  than  or  equal  to  some 
number  X  is  simply  X,  where  X  ranges  from  0  to 
1.  The  distribution  based  upon  these  cumulative 
probabilities  is  graphed  in  Figure  2. 

The  essence  of  the  Kolmogorov-Smirnov  test 
is  comparing  theoretical  and  empirical  cumulative 
frequency  distributions.  An  example  of  the  latter 
type  of  distribution  is  based  upon  the  following 
sequence  of  ten  fractions,  rounded  to  three  deci- 
mal places,  generated  by  executing  "RND(O)"  on 
a  Honeywell  computer:  0.789,  0.528,  0.871,  0.097, 
0.276,  0.434,  0.711,  0.535,  0.776,  and  0.918.  If  the 
sample  sequence  is  random,  then  the  empirical 
cumulative  frequency  distribution,  based  upon 
observed  values  sorted  in  ascending  order,  should 
approximate  the  theoretical  one.  These  distribu- 
tions are  compared  in  Table  1  and  Figure  3. 

These  two  displays  reveal  that  the  observed 
fractions  are  a  little  too  high,  and  that  the  empirical 


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July  1983    COMPUTE!     173 


distribution  is  therefore  a  little  too  low.  But  is  it  so 
low  that  we  reject  the  null  hypothesis  of  a  random 
sequence?  The  following  two  test  statistics  are 
used  to  answer  this  question  (Professor  Knuth,  p. 

^^y  K^  =^/;^  max{  j/n  -  F(Xj)}  and 

K-=V^  m.ix{F(Xj)  -  (j-l)/n3  ,  for  j  =  1,  2,  ....  n. 

The  symbol  K"^  is  the  maximum  vertical  distance 
between  the  two  curves  w^hen  the  empirical  dis- 
tribution is  higher  than  the  theoretical  distribu- 
tion, and  K"  is  the  maximum  distance  when  the 
empirical  distribution  is  lower.  Further,  n  is  the 
sample  size,  ten  in  this  case.  And  F(Xj)  is  the 
theoretical  cumulative  frequency  for  the  j*^^  obser- 
vation. For  example,  F(X])  =  0.097  since  9.7%  of 
all  values  from  a  uniform  distributitin  are  <  0.097. 
Similarly,  F(X^)  =  0,276,  and  so  on. 

For  our  data,  K"'=  0.259  and  K'  =  0.740.  Re- 
ferencing Kolmogorov-Smirnov  critical  values 
(Professor  Knuth,  p.  44),  both  of  these  statistics 
fall  in  the  acceptance  region  for  the  null  hypothesis 
at  the  10y*>  level  of  significance,  using  a  two-tail 
test  (5%  of  the  distribution's  area  is  under  each 
tail).  Hence,  we  can't  label  the  observed  sequence 
of  fractions  " no n random/' 

A  Practical  Application 

The  quality  of  the  random  number  generator  in 
Microsoft's  BASIC  is  examined  here,  using  the 
computer  program  listed  at  the  end  of  the  article. 
Specifically,  the  degree  of  randomness  of  the  se- 
quence of  the  first  50,000  fractions  generated  by 
RND(O)  is  investigated.  This  is  done  by  performing 
the  Kolmogorov-Smirnov  test  on  each  successive 
interval  of  1,000  fractions  within  the  total  se- 
quence. Hence,  50  values  of  the  K"^  statistic  and 
50  values  of  the  K'  statistic  arc  tallied. 

Test  results,  summarized  in  Table  2,  reveal 
that  the  K"*"  and  K"  values  always  fall  within  the 
middle  98  percentile  portion  of  the  distribution. 
And  they  fall  within  the  middle  90  percentile  part 
92  out  of  100  times.  These  results  suggest  that  the 
random  number  generator  is  a  good  one. 

As  an  additional  check,  however,  the 
Kolmogorov-Smirnov  testis  applied  once  again, 
this  time  to  the  50  K"^  values  and  to  the  50  K"  values 
from  before.  As  Professor  Knuth  indicates  (p,  45), 
this  enables  us  "...  to  detect  both  local  and  global 
nonrandom  behavior."  Test  results,  using 

F(X)  =  l-e''^^ 
as  the  cumulative  frequency  distribution  for  the  K 
values,  are: 

K+       K- 
Based  on  SOKE'S       0.217  0.650 
Based  on  50  K's         0,875  0.111 
In  all  four  cases,  the  null  hypothesis  of  a  random 
sequence  is  not  rejected  at  the  2%  level  of  signifi- 
cance, in  a  two-tail  test.  At  the  10%  level  of  sig- 
nificance H^,  is  rejected  one  out  of  four  times,  with 
0.111  the  guilty  value. 

17-d     COMPUTE!     July  1983 


The  Kolmogorov-Smirnov  test  is  useful  in 
examining  the  randomness  of  sequences  of  frac- 
tions generated  by  RND(O).  But  remember,  no 
random  number  generator  is  perfect.  And  just 
because  a  sequence  passes  one  statistical  test  does 
not  mean  that  it  will  pass  a  second. 

References 

Knuth,  Donald  E.  The  Art  of  Computer  Pro^rmuming, 

Vol.  2.  Reading:  Addison- Wesley  Publishing 

Company,  Inc.,  1971. 
Lapin,  Lawrence  L.  Statistics  for  Motlern  Busities^s 

Decisions.  New  York:  Harcourt  Brace  Jovanovich, 

Inc.,  1973,  pp.  422-426. 

Table  1:  Sample  And  Theoretical 
Cumulative  Relative  Frequencies 


Sample 

Theoretical 

Cumulative 

Cumulative 

Fraction 

Frequency 

Frequency 

0.097 

0.1 

0.097 

0.276 

0.2 

0.276 

0.434 

0.3 

0.434 

0.528 

0.4 

0.528 

0.535 

0-5 

0.535 

0.711 

0.6 

0.711 

0.776 

0.7 

0.776 

0.789 

0.8 

0.789 

0.871 

0.9 

0.871 

0.918 

1.0 

0.918 

Note  that  the  theoretical  cumulative  frequency 
always  ecquals  the  value  of  the  observed  fraction.  This 
is  because  the  probability  of  drawing  a  fraction  less 
than  or  equal  to,  say,  0.276,  is  0,276,  where  the  popu- 
lation is  the  uniform  distribution  between  0  and  1 . 

Table  2: 

Kolmogorov-Smirnov  Test  Results 

H,^:  The  sequence  is  random 
H^^:  The  sequence  is  nonrandom 

Number  Of  Times  In  50 
Level  Of      Critical  Values        Trials  That  H^  Is  Rejected 
Significance  Lower    Upper  K^  K" 


2% 

0.066 

1.511 

0 

0 

10% 

0.156 

1.219 

4 

4 

50% 

0.375 

0.828 

26 

26 

Note:  The  level  of  significance  is  the  probability  of 
rejecting  H^,  when  H,,  is  in  fact  true. 

Figure  1. 

Uniform  Distribution  Between  0  And  1 

Relative 

Frequency 

1,0 


Value 


0.0 


0.2 


0.4 


0.6 


0.8 


1.0 


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Figure  2. 

Probability  Of  Drawing  A  Fraction  Less  Than 

Or  Equal  To  X 
Probability 
F(X) 


0.8 


0.4- 


0.0  0.2  0.4  0.6  0.8  1.0 


Figure  3. 

Comparison  Of  Theoretical  And  Sample 
Cumulative  Relative  Frequency  Distributions 


0.0  0.2  0.4  0.6  0.8  1.0 

Color  Computer  Version. 

40  REM  SALIENT  SYMBOLS  AND  ARRAYS 

50  REM   MODULE  1 

60  REM  FIRST  LEVEL  SUBROUTINES 

70  REM   MODULE  2  -  INITIALIZE 

80  GOSUB  2000 

90  REM   MODULE  3  -  PERFORM  TEST 

100  GOSUB  3000 

110  REM  SECOND  LEVEL  SUBROUTINES 

120  REM   MODULE  4  -  GENERATE  A  SEQUENCE  OF  FRA 

CTIONS 
130  REM   MODULE  5  -  SORT  FRACTIONS  IN  ASCENDIN 

G  ORDER 
140  REM   MODULE  6  -  TALLY  TEST  STATISTICS 
150  REM   MODULE  7  -  PRINT  RESULTS 
160  END 

1000  REM  MODULE  1 
1010  REM  SALIENT  SYMBOLS 
1020  REM   KMINUS  =  PROFESSOR  KNUTH'S  K-  STATIST 

IC 
1030  REM   KPLUS  =  PROFESSOR  KNUTH'S  K+  STATISTI 

C 
1040  REM   N  =  NUMBER  OF  FRACTIONS  IN  A  SUBSEQUE 

NCE 
1050  REM   T  ^  TOTAL  NUMBER  OF  FRACTIONS 
1060  REM  ARRAYS 
1070  REM   U  =  VECTOR  OF  VALUES  FROM  A  UNIFORM  D 

ISTRIBUTION 
2000  REM  MODULE  2 
2010  REM   TOTAL  NUMBER  OF  FRACTIONS  GENERATED  & 

NUMBER  IN  EACH  SUBSEQUENCE 
2020  DATA  50000,1000 
2030  READ  T,N 
2040  DIM  U(N) 
20S0  REM  HEADING 
2060  CLS 

176    COMPUTEI    July  1983 


2070  PRINT"THIS  PROGRAM  PERFORMS  THE  KOLMOGOROV 

-SMIRNOV  (KS)  TEST  OF" 
2080  PRINT"RANDOMNESS  ON  A  SEQUENCE  OF  FRACTION 

S  FROM  A  UNIFORM" 
2090  PRINT"DISTRIBUTION  BETWEEN  0  AND  1." 
2100  PRINT 
2110  PRINT"THIS  IS  DONE  BY  APPLYING  THE  KS  TEST 

TO  SUBSEQUENCES" 
2120  PRINT*DF  THE  TOTAL  SEQUENCE:" 
2130  PRINT 
2140  PRINT"  TOTAL  NUMBER  OF  FRACTIONS  GENERATED 

2150  PRINT"NUMBER  IN  EACH  SUBSEQUENCE  =  ";N 

2160  PRINT 

2170  PRINT"CHANGE  THE  ELEMENTS  IN  THE  DATA  STAT 

EMENT  OF  LINE  2020" 

2180  PRINT"FOR  DIFFERENT  VALUES," 

2190  PRINT 

2200  PRINT" HIT  'ENTER'  TO  PROCEED" : INPUT  2$ 

2  210  RETURN 

3000  REM  MODULE  3 
3010  CLS 
3020  BK$  =  " 

R 

3  030  PRINT  TABC20) "KOLMOGOROV-SMIRNOV  TEST" 
3040  FOR  1=1  TO  T  STEP  N 

3050  REM   PRINT  SUBSEQUENCE 

3060  PRINT  @64,BKS 

3070  PRINT  @64, "FRACTIONS  :";!;"  TO  ";I+N-1 

3080  REM   GENERATE  SEQUENCE  OF  FRACTIONS 

3090  PRINT  @192,"**  GENERATING  FRACTIONS  .., 
n 

3100  GOSUB  4000 

3110  REM   SORT  FRACTIONS 

3120  PRINT  €192,"**  SORTING  FRACTIONS  ... 

H 

3130  GOSUB  5000 

3140  REM   TALLY  KS  STATISTICS 

3150  PRINT  @192,"**  TALLYING  TEST  STATISTICS  .. 

n 

3160  GOSUB  6000 

3170  REM   PRINT  RESULTS 

3180  GOSUB  7000 

3190  NEXT  I 

3200  RETURN 

4000  REM  MODULE  4 

4010  FOR  J  =  1  TO  N 

4  0  20  U(J)  =  RND(0) 
4030  NEXT  J 

4040  RETURN 

5000  REM  MODULE  5 

5010  REM   SUBSTITUTE  "QUICK  SORT"  HERE  FOR  FAST 

ER  PROGRAM  EXECUTION 

5020  FOR  J=l  TO  N-I 

5030  FOR  L=l  TO  N-J 

5040  IF  U(L+1)<U(L)  THEN  HOLD=U ( L+ 1 ) : U {L+1 ) =U {L 

) :U{L)=HOLD 

5050  NEXT  L,J 

5060  RETURN 

6000  REM  MODULE  6 

6010  REM   PROFESSOR  KNUTH*S  K+  AND  K-  STATISTICS 

6020  KPLUS=0 

6030  KMINUS=0 

6040  FOR  J=l  TO  N 

6  0  50  QPLUS=J/N  -  U(J) 
6060  QMINUS=U(J)  -  (J-l)/N 

6070  IF  QPLUS>KPLUS  THEN  KPLUS=QPLUS 

6080  IF  QMINUS>KMINUS  THEN  KMINUS-QMINUS 

6090  NEXT  J 

6100  REM   APPLY  PROFESSOR  KNUTH'S  MULTIPLICATIV 

E  TERM 
6110  KPLUS-SQR(N) *KPLUS 
6120  KMINUS=SQR(N)*KMINUS 
6130  RETURN 
7000  REM  MODULE  7 
7010  PRINT  @320,BK$ 
7020  PRINT  8384, BK$ 
7030  PRINT  @320,"K+  =  ";KPLUS 
7040  PRINT  @384,"K-  =  ";KMINUS 

7  050  RETURN 


Commodore  Version. 


5  "  SORT  FRACTIONS  IN  ASCENDIN 


TALLY  TEST  STATISTICS 
PRINT  RESULTS 


KPLUS  =  PROFESSOR  KNUTH'S  K+  STATISTI 


N  =  NUMBER  OF  FRACTIONS  IN  A  SUBSEQUE 


40  REM  SALIENT  SYMBOLS  AND  ARRAYS 

50  REM   MODULE  1 

60  REM  FIRST  LEVEL  SUBROUTINES 

70  REM   MODULE  2  -  INITIALIZE 

80  GOSUB  2000 

9  0  REM   MODULE  3  -  PERFORM  TEST 

100  GOSUB  3000 

110  REM  SECOND  LEVEL  SUBROUTINES 

120  REM   MODULE  4  -  GENERATE  A  SEQUENCE  OF  FRA 

CTIONS 
130  REM   MODULE 

G  ORDER 
140  REM   MODULE 
150  REM   MODULE 
160  END 

1000  REM  MODULE  1 
1010  REM  SALIENT  SYMBOLS 
1020  REM   KMINUS  =  PROFESSOR  KNUTH'S  K-  STATIST 

IC 
1030  REM 

C 
1040  REM 

NCE 
1050  REM   T  =  TOTAL  NUMBER  OF  FRACTIONS 
1060  REM  ARRAYS 
1070  REM   U  =  VECTOR  OF  VALUES  FROM  A  UNIFORM  D 

ISTRIBUTION 

2000  REM  MODULE  2 

2010  REM   TOTAL  NUMBER  OF  FRACTIONS  GENERATED  & 

NUMBER  IN  EACH  SUBSEQUENCE 

2020  DATA  50000,1000 

2030  READ  T,N 

2040  DIM  U(N) 

2050  REM  HEADING 

2060  PRINT" {CLEAR}" 

2070  PRINT"THIS  PROGRAM  PERFORMS  THE  KOLMOGOROV 
^  It 

2080  PRINT"SMIRNOV  (KS)  TEST  OF  RANDOMNESS  ON  A 

H 

2090  PRINT"SEQUENCE  OF  FRACTIONS  FROM  A  UNIFORM 

m 

2100  PRINT"DISTRIBUTION  BETWEEN  0  AND  l.'*:PRINT 
2110  PRINT"THIS  IS  DONE  BY  APPLYING  THE  KS  TEST 

TO" 
2120  PRINT"SUBSEQUENCES  OF  THE  TOTAL  SEQUENCE:" 
2130  PRINT 

2140  PRINT"TOTAL  NUMBER  OF  FRACTIONS  =  ** ;  T 
2150  PRINT"NUMBER  IN  EACH  SUBSEQUENCE  =  ";N 
2160  PRINT 
2170  PRINT"CHANGE  THE  ELEMENTS  IN  THE  DATA  STAT 

E-" 
2180  PRINT"MENTS  OF  LINE  2020  FOR  DIFFERENT  VAL 

UES." 
2190  PRINT 

2200  PRINT" HIT  'RETURN'  TO  PROCEED" 
2210  GET  Z$:IF  Z$<>CHR$(13)  THEN  2210 
2220  RETURN 
3000  REM  MODULE  3 
3010  PRINT" {CLEAR}" 
3020  BK$  =  " 

3030  PRINT  TAB(8) "KOLMOGOROV-SMIRNOV  TEST" 

3040  FOR  1=1  TO  T  STEP  N 

3050  REM   PRINT  SUBSEQUENCE 

3060  PRINT" {04  DOWN}";BK$ 

3070  PRINT" {02  UP} FRACTIONS  : " ; I ; "TO" ; I+N-1 

3080  REM   GENERATE  SEQUENCE  OF  FRACTIONS 

3090  PRINT" {04  DOWN}**  GENERATING  FRACTIONS  .,. 

n 

3100  GOSUB  4000 

3110  REM   SORT  FRACTIONS 

3120  PRINT" {UP}**  SORTING  FRACTIONS  ... 

3130  GOSUB  5000 

3140  REM   TALLY  KS  STATISTICS 

3150  PRINT" {UP}**  TALLYING  TEST  STATISTICS  ..*" 

3160  GOSUB  6000 

3170  REM   PRINT  RESULTS 

3180  GOSUB  7000 


3190  PRINT" {home} {DOWN} " 

3200  NEXT  I 

3210  RETURN 

4000  REM  MODULE  4 

4  010  FOR  J  =  1  TO  N 

4020  U(J)  =  RND(0) 

4  030  NEXT  J 

4040  RETURN 

5000  REM  MODULE  2 

5010  REM   SUBSTITUTE  "QUICK  SORT"  HERE  FOR  FAST 
ER  PROGRAM  EXECUTION 

5020  FOR  J=l  TO  N-1 

5030  FOR  L=l  TO  N-J 

5040    IF    U{L+1)<U(L)    THEN    HOLD=U (L+1) : U (L+1) =U (L 
) :U(L)=HOLD 

5050  NEXT  L,J 

5060  RETURN 

6000  REM  MODULE  6 

6010  REM   PROFESSOR  KNUTH'S  K+  AND  K-  STATISTIC 
S 

6020  KPLUS=0 

6030  KMINUS=0 

6040  FOR  J=l  TO  N 

6050  QPLUS=J/N  -  U(J) 

6060  QMINUS=U(J)  -  (J-l)/N 

6070  IF  QPLUS>KPLUS  THEN  KPLUS=QPLUS 

6080  IF  QMINUS>KMINUS  THEN  KMINUS^QMINUS 

6090  NEXT  J 

6100  REM   APPLY  PROFESSOR  KNUTH'S  MULTIPLICATIV 

E  TERM 
6110  KPLUS=SQR(N) *KPLUS 
6120  KMINUS=SQRCN) *KMINUS 
6130  RETURN 
7000  REM  MODULE  7 
7010  PRINT" {04  DOWN}";BK$ 
7020  PRINT" {02  UP}K+  =  ";KPLUS 
7030  PRINT" {DOWN} ";B$ 
7040  PRINT"  {02  UP}K-  =  ",•  KMINUS 
7050  RETURN  © 


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July  1983     COMPUTES     177 


How  The  VIC/64 

Serial  Bus  Works 


Jim  Butterfieid  Associate  Editor 


The  Serial  bus  comieds  VIC  or  Commodore  64  to  its 

major  peripherals,  especialhf  disk  and  tape.  The 
workijigs  of  this  interface  have  been  a  source  of  bafflement 
to  most  of  us.  We  know  that  it's  somehow  related  to  the 
lEEE-488  bus  lohich  is  used  on  PET  and  CBM  com- 
puters. But  it  has  fewer  wires,  and  it's  slower.  For 
anyone  interested  in  interfacing  details,  this  article  will 
clear  up  the  mystery. 


Ground  Rules 

To  understand  the  workings  of  this  bus,  you  must 
work  through  a  few  concepts.  Later,  well  get 
technical  for  those  who  want  it. 

The  bus,  like  the  IEEE,  has  two  modes  of 
operation:  Select  mode,  in  which  the  computer 
calls  all  devices  and  asks  for  a  specific  device  to 
remain  connected  after  the  call  ("Jones,  would 
you  stay  in  my  office  after  the  meeting?");  and 
Data  mode,  in  which  actual  information  is  trans- 
mitted ("Jones,  I've  decided  to  give  you  a  raise"). 
Select  mode  is  invoked  by  the  use  of  a  special 
control  line  called  "Attention,"  or  ATN. 

By  using  Select  mode,  you  can  call  in  any 
device  you  choose,  but  you  may  need  to  do  more 
before  you  transmit  data.  You  might  have  several 
disk  files  in  progress  -  writing  some  and  reading 
others  -  and  when  you  select  the  disk,  device  8, 
you'll  still  need  to  specify  wdiich  "part"  of  the 
disk  you  want  to  reach:  subchannel  3,  subchannel 
15,  or  whatever.  To  do  this,  we  use  a  "secondary 
address"  which  usually  signals  a  subsystem  with- 
in a  specific  device.  That  goes  in  as  part  of  the 
command  during  Select  mode.  Finally,  we  may 
need  to  send  other  control  information:  the  name 
of  the  file  we  wish  to  open,  for  example.  That's 
not  data;  it's  device  setup  information,  so  we  also 
send  it  in  Select  mode. 

But  the  main  part  is:  you  select  a  device,  and 
then  you  send  to  it  or  receive  from  it.  Finally,  you 
shut  it  off.  All  devices  are  connected,  but  only  the 
one  you  have  selected  will  listen  or  talk. 

Some  Technical  Ground  Rules 

If  you're  not  into  volts  and  signals  and  things,  the 

178     COMPUTE!     July  1983 


rest  of  this  article  may  not  do  much  for  you.  I  want 
to  talk  about  technical  aspects  of  the  bus. 

First,  all  the  data  flows  over  two  wires;  they 
are  called  the  Clock  line  and  the  Data  line.  There 
are  other  wires  used  for  control  purposes,  but  the 
data  uses  only  the  two  main  ones. 

All  wires  connect  to  all  devices.  The  wires 
don't  go  "one  way";  any  device  can  put  a  ground 
on  a  signal  line,  and  all  other  devices  will  see  it. 
Indeed,  that's  the  secret  of  how  it  works:  each 
wire  serves  as  a  common  signal  bus. 

When  no  device  puts  a  ground  on  a  signal 
line,  the  voltage  rises  to  almost  five  volts.  We  call 
this  the  "false"  logic  condition  of  the  wire.  If  any 
device  grounds  the  line,  the  voltage  drops  to  zero; 
we  call  this  the  "true"  condition  of  the  line.  Note 
that  if  two  devices  signal  "true"  on  a  line  (by 
grounding  it),  the  effect  is  exactly  the  same  as  if 
only  one  has  done  so:  the  voltage  is  zero  and  that's 
that.  We  can  summarize  this  as  an  important  set 
of  logic  rules: 

-  A  line  will  become  "true"  if  one  or  more 
devices  signal  true; 

-  A  line  will  become  "false"  only  if  all  devices 
signal  false. 

Remember  that  we  have  several  lines,  but 
the  important  ones  for  information  transmission 
are  the  Clock  line  and  the  Data  line.  Let's  watch 
them  work. 

Transmission:  Step  Zero 

Let's  look  at  the  sequence  when  a  character  is 
about  to  be  transmitted.  At  this  time,  both  the 
Clock  line  and  the  Data  line  are  being  held  ciown 
to  the  true  state.  With  a  test  instrument,  you  can't 
tell  who's  doing  it,  but  I'll  tell  you:  the  talker  is 
holding  the  Clock  line  true,  and  the  listener  is 
holding  the  Data  line  true.  There  could  be  more 
than  one  listener,  in  which  case  all  of  the  listeners 
are  holding  the  Data  line  true.  Each  of  the  signals 
might  be  viewed  as  saying,  "I'm  here!" 

Step  1:  Ready  To  Send 

Sooner  or  later,  the  talker  will  want  to  talk,  and 


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send  a  character.  When  it's  ready  to  go,  it  releases 
the  Clock  line  to  false.  This  signal  change  might 
be  translated  as  'Tm  ready  to  send  a  character." 
The  listener  must  detect  this  and  respond,  but  it 
doesn't  have  to  do  so  immediately. 

The  listener  will  respond  to  the  talker's  "ready 
to  send"  signal  whenever  it  likes;  it  can  wait  a 
long  time.  If  it's  a  printer  chugging  out  a  line  of 
print,  or  a  disk  drive  with  a  formatting  job  in  pro- 
gress, it  might  hold  back  for  quite  a  while;  there's 
no  time  limit. 

Step  2:  Ready  For  Data 

When  the  listener  is  ready  to  listen,  it  releases  the 
Data  line  to  false.  Suppose  there  is  more  than  one 
listener.  The  Data  line  will  go  false  only  when  all 
listeners  have  released  it  -  in  other  words,  when 
all  listeners  are  ready  to  accept  data. 

What  happens  next  is  variable.  Either  the 
talker  will  pull  the  Clock  line  back  to  true  in  less 
than  200  microseconds-  usually  within  60  niicro- 
seconds  -  or  it  will  do  nothing.  The  listener  should 
be  watching,  and  if  200  microseconds  pass  without 
the  Clock  line  going  to  true,  it  has  a  special  task  to 
perform:  note  EOk 

Intermission:  EOl 

If  the  Ready  for  Data  signal  isn't  acknowledged 
by  the  talker  within  200  microseconds,  the  listener 
knows  that  the  talker  is  trying  to  signal  EOL  EOI, 
which  formally  stands  for  "End  of  Indicator," 
means  "this  character  will  be  the  last  one."  If  it's 
a  sequential  disk  file,  don't  ask  for  more:  there 
will  be  no  more.  If  it's  a  relative  record,  that's  the 
end  of  the  record.  The  character  itself  will  still  be 
coming,  but  the  listener  should  note:  here  comes 
the  last  character. 

So  if  the  listener  sees  the  200  microsecond 
time-out,  it  must  signal  "OK,  1  noticed  the  EOI" 
back  to  the  talker.  It  cioes  this  by  pulling  the  Data 
line  true  for  at  least  60  microseconds,  and  then 
releasing  it. 

The  talker  will  then  revert  to  transmitting  the 
character  in  the  usual  way;  within  60  microseconds 
it  will  pull  the  Clock  line  true,  and  transmission 
will  continue. 

At  this  point,  the  Clock  line  is  true  whether 
or  not  we  have  gone  through  the  EOI  sequence; 
we're  back  to  a  common  transmission  sequence. 

Step  3:  Sending  The  Bits 

The  talker  has  eight  bits  to  send.  They  will  go  out 
without  handshake;  in  other  words,  the  listener 
had  better  be  there  to  catch  them,  since  the  talker 
won't  wait  to  hear  from  the  listener.  At  this  point, 
the  talker  controls  both  lines.  Clock  and  Data.  At 
the  beginning  of  the  sequence,  it  is  holding  the 
Clock  true,  while  the  Data  line  is  released  to  false. 
The  Data  line  will  change  soon,  since  we'll  send 
the  data  over  it. 

180     COMPUTE!    July  1983 


The  eight  bits  will  go  out  from  the  character 
one  at  a  time,  with  the  least  significant  bit  going 
first.  For  example,  if  the  character  is  the  ASCII 
question  mark,  w^hich  is  written  in  binary  as 
00011111,  the  ones  will  go  out  first,  followed  by 
the  zeros. 

Now,  for  each  bit,  we  set  the  Data  line  true 
or  false  according  to  w^hether  the  bit  is  one  or  zero. 
As  soon  as  that's  set,  the  Clock  line  is  released  to 
false,  signalling  "data  ready."  The  talker  will 
typically  have  a  bit  in  place  and  be  signalling  ready 
in  70  microseconds  or  less. 

Once  the  talker  has  signalled  "data  ready,"  it 
will  hold  the  tw^o  lines  steady  for  at  least  20 
microseconds  to  allow^  the  listener  to  read  it.  This 
timing  needs  to  be  increased  to  60  microseconds 
if  the  Commodore  64  is  listening,  since  the  64's 
video  chip  may  interrupt  the  processor  for  42 
microseconds  at  a  time,  and  without  the  extra 
wait  the  64  might  completely  miss  a  bit. 

The  listener  plays  a  passive  role  here;  it  sends 
nothing,  and  just  watches.  As  soon  as  it  sees  the 
Clock  line  false,  it  grabs  the  bit  from  the  Data  line 
and  puts  it  away.  It  then  waits  for  the  Clock  line 
to  go  true,  in  order  to  prepare  for  the  next  bit. 

When  the  talker  figures  the  data  has  been 
held  for  a  sufficient  length  of  time,  it  pulls  the 
Clock  line  true  and  releases  the  Data  line  to  false. 
Then  it  starts  to  prepare  the  next  bit. 

Step  4:  Frame  Handstialce 

After  the  eighth  bit  has  been  sent,  it's  the  listener's 
turn  to  acknowledge.  At  this  moment,  the  Clock 
line  is  true  and  the  Data  line  is  false.  The  listener 
must  acknowledge  receiving  the  byte  OK  by 
pulling  the  Data  line  to  true. 

The  talker  is  now  watching  the  Data  line.  If 
the  listener  doesn't  pull  the  Data  line  true  within 
one  millisecond  -  one  thousand  microseconds  -  it 
will  know  that  something's  wrong  and  may  alarm 
appropriately. 

Step  5:  Start  Over 

We're  finished,  and  back  where  we  started.  The 
talker  is  holding  the  Clock  line  true,  and  the  lis- 
tener is  holding  the  Data  line  true.  We're  ready 
for  step  1;  we  may  send  another  character-  unless 
EOI  has  happened. 

If  EOI  was  sent  or  received  in  this  last  trans- 
mission, both  talker  and  listener  "let  go."  After  a 
suitable  pause,  the  Clock  and  Data  lines  are  re- 
leased to  false  and  transmission  stops. 

Attention! 

This  is  all  very  well  for  a  transmission  that's  under 
way,  but  how  do  we  set  up  talker  and  listener? 
We  use  an  extra  line  that  overrides  everything 
else,  called  the  ATN,  or  Attention  line. 

Normally,  the  computer  is  the  only  device 
that  will  pull  ATN  true.  When  it  does  so,  all  other 


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devices  drop  what  they  are  doing  and  become 
listeners. 

Signals  sent  by  the  computer  during  an  ATN 
period  look  like  ordinary  characters  -  eight  bits 
with  the  usual  handshake  -  but  they  are  not  data. 


Serial  Bus  Transmission  Sequence 


Step  zero  (start): 
Talker  holds  Clock 

line  true; 
Listener  holds  Data 

line  true. 

Step  one  (Ready  to 
Send): 
Talker  releases 
Clock  line. 

Step  two  (Ready  for 
Data): 
Listener  releases 
Data  line. 

Intermission 

(Only  if  EOI): 
Listener  times  out 
and  acknowledges 
EOI  by  pulling 
Data  line  true  for 
a  brief  period. 

Step  two  (completion): 
Talker  pulls  Clock 
line  true. 

Step  three  (data): 
Talker  sets  data 

bit  on  Data  line; 
Talker  releases 

clock  line  to 

signal  "bit  ready"; 
Talker  holds  lines 

steady  for  fixed 

time; 
Talker  pulls  Clock 

line  true  and 

releases  Data  line. 

Step  3  repeats  for 
each  of  8  data  bits. 

Step  4  (acknowledge): 
Listener  pulls  Data 
line  true  to 
acknowledge. 

Back  to  Step  0. 


CLOCK 
LINE 


DATA 
LINE 


REPEAT 

FOR 

EACH 

BIT 


Not  draion  to  accurate  time  scale. 


They  are  'Talk/'  ''Listen/'  "Untalk/'  and  "Unlis- 
ten"  commands  telling  a  specific  device  that  it 
will  become  (or  cease  to  be)  a  talker  or  listener. 
The  commands  go  to  all  devices,  and  all  devices 
acknowledge  them,  but  only  the  ones  with  the 
suitable  device  numbers  will  switch  into  talk  and 
listen  mode.  These  commands  are  sometimes 
followed  by  a  secondary  address,  and  after  ATN 
is  released,  perhaps  by  a  file  name. 

An  example  might  help  give  an  idea  of  the 
nature  of  the  communications  that  take  place.  To 
open  for  writing  a  sequential  disk  file  called  ''XX/' 
the  following  sequence  would  be  sent  with  ATN 
on:  DEVICE-8-LISTEN;  SECONDARY-ADDRESS- 
2-OPEN.  When  ATN  switches  off,  the  computer 
will  be  waiting  as  a  talker,  holding  the  Clock  line 
true;  and  the  disk  will  be  the  listener,  holding  the 
Data  line  true.  That's  good,  because  the  computer 
has  more  to  send,  and  it  will  transmit:  X;  X; 
comma;  S;  comma;  W  ~  the  W  will  be  accompanied 
with  an  EOI  signal.  Shortly  thereafter,  the  com- 
puter will  switch  ATN  back  on  and  send  DEVICE- 
8-UNLISTEN. 

The  file  is  now  open;  later,  the  computer  will 
want  to  send  data  there.  It  will  transmit,  with 
ATN  on,  DEVICE-8-LISTEN;  SECONDARY- 
ADDRESS-2-DATA.  Then  the  computer  releases 
the  ATN  line  and  sends  its  data;  only  the  disk  will 
receive  the  data,  and  the  disk  will  know  to  put  it 
onto  the  file  called  XX.  The  last  character  sent  by 
the  computer  will  also  signal  EOI, 

After  the  computer  has  sent  enough  data  for 
the  moment,  it  will  pull  ATN  on  again  and  send 
DEVICE-8-UNLISTEN.  Many  bursts  of  data  may 
go  to  the  file;  eventually,  the  computer  will  close 
the  file  by  sending  (with  ATN  on,  of  course) 
DEVICE-8-USTEN;SECONDARY-ADDRESS-2- 
CLOSE. 

ATN  overrides  everything  in  progress.  A 
disk  file  might  have  lots  of  characters  to  give  to 
the  computer,  but  the  computer  wants  only  a 
little  data.  It  accepts  the  characters  it  wants,  then 
switches  on  ATN  and  commands  the  disk  to  Un- 
talk.  The  disk  has  not  sent  EOI,  but  it  will  discon- 
nect as  commanded.  Later,  when  it's  asked  to 
Talk  again,  it  will  send  more  characters. 

ATN  Sequences 

When  ATN  is  pulled  true,  everybody  stops  what 
they  are  doing.  The  processor  will  quickly  pull 
the  Clock  line  true  (it's  going  to  send  soon),  so  it 
may  be  hard  to  notice  that  all  other  devices  release 
the  Clock  line.  At  the  same  time,  the  processor 
releases  the  Data  line  to  false,  but  all  other  devices 
are  getting  ready  to  listen  and  will  each  pull  Data 
to  true.  They  had  better  do  this  within  one  mil- 
lisecond (1000  microseconds),  since  the  processor 
is  watching  and  may  sound  an  alarm  (''device  not 
available")  if  it  doesn't  see  this  take  place. 


182    COMPUTE!    July  1983 


J 


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J 

COMPILE!     183 


Under  normal  circumstances,  transmission 
now  takes  place  as  previously  described.  The 
computer  is  sending  commands  rather  than  data, 
but  the  characters  are  exchanged  with  exactly  the 
same  timing  and  handshakes  as  before.  All  devices 
receive  the  commands,  but  only  the  specified 
device  acts  upon  it.  This  results  in  a  curious  situa- 
tion: you  can  send  a  commanci  to  a  nonexistent 
device  (try  "OPEN  6,6")  -  and  the  computer  will 
not  know  that  there  is  a  problem,  since  it  receives 
valid  handshakes  from  the  other  devices.  The 
computer  will  notice  a  problem  when  you  try  to 
send  or  receive  data  from  the  nonexistent  device, 
since  the  unselected  devices  will  have  dropped 
off  when  ATN  ceased,  leaving  you  with  nobody 
to  talk  to. 

Turnaround 

An  unusual  sequence  takes  place  following  ATN 
if  the  computer  wishes  the  remote  device  to  be- 
come a  talker.  This  will  usually  take  place  only 
after  a  Talk  command  has  been  sent.  Immediately 
after  ATN  is  released,  the  selected  device  will  be 
behaving  like  a  listener.  After  all,  it's  been  listening 
during  the  ATN  cycle,  and  the  computer  has  been 
a  talker.  At  this  instant,  we  have  "wrong  way" 
logic;  the  device  is  holding  down  the  Data  line, 
and  the  computer  is  holding  the  Clock  line.  We 
must  turn  this  around. 


Here's  the  sequence:  the  computer  quickly 
realizes  what's  going  on,  and  pulls  the  Data  line 
to  true  (it's  already  there),  as  well  as  releasing  the 
Clock  line  to  false.  The  device  waits  for  this:  when 
it  sees  the  Clock  line  go  true,  it  releases  the  Data 
line  (which  stays  true  anyway  since  the  computer 
is  now  holding  it  down)  and  then  pulls  down  the 
Clock  line. 

We're  now  in  our  starting  position,  with  the 
talker  (that's  the  device)  holding  the  Clock  true, 
and  the  listener  (the  computer)  holding  the  Data 
line  true.  The  computer  watches  for  this  state; 
only  when  it  has  gone  through  the  cycle  correctly 
will  it  be  ready  to  receive  data.  And  data  will  be 
signalled,  of  course,  with  the  usual  sequence:  the 
talker  releases  the  Clock  line  to  signal  that  it's 
ready  to  send. 

The  logic  sequences  make  sense.  They  are 
hard  to  watch  with  a  voltmeter  or  oscilloscope 
since  you  can't  tell  which  device  is  pulling  the 
line  down  to  true. 

The  principles  involved  are  very  similar  to 
those  on  the  PET/CBM  lEEE-488  bus  -  the  same 
Talk  and  Listen  commands  go  out,  with  secondary 
addresses  and  similar  features.  There  are  fewer 
"handshake"  lines  than  on  IEEE,  and  the  speed  is 
slower;  but  the  principle  is  the  same. 

Coffy right  ©  1983  Jim  Buiterfield  © 


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184     COMPUTE!    July  1983 


Pl^'wHIii 


NEW  for  the  VIC  and  '64 


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Program  includes  a  large 
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is  or  modify  with  |oystici<.  Rot- 
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'BA  Panorama $2d.35 

VIC-Pics.,. .$29.95 


High-resolution  pictures 
with  print-out  to  VIC  printer. 

Put  your  hands  on  creativity  with 
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Supm^i 


it's  here!  UPLOAD/DOWNLOAD 
software  for  the  ViC  &  '64 » 

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supports  UPPER/lowercase  text, 
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SuperTerm  handles  sequential, 
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need  professional  caliber  modem 
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SuperTerm  (specify  vie  or  64)  . .  $99.95 

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Also  available: 

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MIDWEST  PERIPHERAL  INDUSTRIES 


.VIC  20*  is  a  registered  trademark  of  Commodore. 


Mo.  residents  odd  5V2%  sales  tax 
Add  $5  for  shipping  and  handling 
Send  check  or  money  order  to 

MPI 

Box  8123-B 

Kansas  City,  MO  64112 

Personal  checks -Allow  3  weeks  to  dear. 


July  1983    COMPUTl!     185 


INSIGHT:  Atari 


Bill  Wilkinson 


A  mini-series  on  relocatable  machine  language  begins 
in  this  mouth's  column,  plus  a  tip  on  a  nexv  product  ~ 
an  intelligent  cable.  Next  month,  the  last  part  of  the 
BAIT  interpreter  and  more  on  relocatable  machine  lan- 
guage, 

1  have  been  working  on  a  new  project  for  COMPUTE! 
Books.  By  the  time  you  read  this,  COMPUTEI's 
Atari  BASIC  Sourcebook  should  be  wending  its  way 
to  your  dealers'  shelves  and  into  your  hands. 
Like  Inside  Atari  DOS,  the  Sourcebook  is  a  complete 
source  listing  of  -  what  else?  -  Atari  BASIC,  along 
with  a  comprehensive  explanation  of  how  and 
why  it  all  works. 

Enough  advertising.  This  month  we  will  begin 
a  mini-series  on  self-reiocatable  machine  lan- 
guage. But  before  we  begin  all  that,  time  out  for 
some  ruminations. 

Machine  Language  Be  Not  Hard 

Before  we  start  investigating  self- relocatable 
machine  code  on  the  6502,  I'd  like  to  get  up  on 
my  soapbox  for  a  while  and  do  a  little  preaching. 

This  month's  sermon  was  inspired  by  a 
machine  language  program  published  in  another 
magazine.  The  program  seemed  to  me  the  epitome 
of  poor  programming  techniques.  And  lest  it  seem 
that  I  am  taking  a  cheap  shot,  let  me  hasten  to 
add  that  the  program  works  and  works  well.  I  am 
carping  about  the  printed  form  of  the  program, 
not  the  results  thereof. 

In  the  tradition  of  any  good  preacher,  then, 
let  me  give  you  some  suggestions  on  how  to  write 
good,  readable,  maintainable  machine  language: 

1.  Always  use  plenty  of  comments  (they  cost 
nothing  in  the  assembled  code,  unlike 
BASIC). 

2.  Never  use  absolute  addresses  (except  in 
equates). 

3.  Never  use  absolute  numeric  constants 
(again,  except  in  equates,  though  we  might 
forgive  an  occasional  constant  0  or  1). 

4.  Always  use  plenty  of  comments. 

5.  Always  use  long,  meaningful  names  for 
labels.  (Which  makes  more  sense,  ICCOM  or 
lOCB-COMMAND?)- 

6.  Never  branch  to  a  location  relative  to  the 

186    COMPUrt!     Juty1983 


location  counter  (that  is,  never  use  "*-J-xx" 
or  "*-xx"). 

7.  Never  use  a  comment  that  simply  echoes 
the  machine  language  code. 

8.  Always  use  plenty  of  comments. 

9.  Never  change  the  location  counter  need- 
lessly (that  is,  most  programs  should  contain 
only  one  '"*  =  ",  except  for  the  use  of  "*  =  * 

+  xx"  to  reserve  space). 

10-  If  possible,  always  define  a  label  before  its 

first  use. 

11,  Always  thoroughly  document  the  entry 
and  exit  values  for  a  subroutine,  taking  special 
care  to  note  what  happens  to  the  CPU  regis- 
ters. 

12.  Always  use  plenty  of  comments. 

Those  of  you  with  some  OSS  software  will 
see  that  I  have  taken  a  small  pot  shot  at  our  own 
manuals  in  commandment  5.  Well,  1  never  said 
we  were  perfect.  (Great,  maybe,  but  not  perfect.) 

And  those  of  you  with  Atari's  Macro  Assem- 
bler may  object  to  using  long  labels  since,  even 
though  AMAC  allows  long  labels,  it  ignores  all 
but  the  first  six  characters.  Sorry,  but  1  still  think 
this  rule  should  be  followed.  You  just  have  to  be 
more  inventive  to  insure  that  labels  are  unique  in 
the  first  six  characters.  (For  example,  lOCB.  AUXl 
and  lOCB. AUX2  look  the  same  to  AMAC,  so  use 
lOCB.l  AUX  and  10CB.2AUX  .) 

Anyway,  rather  than  go  through  each  of  those 
commandments  one  by  one,  let's  look  at  an  ex- 
ample subroutine  coded  with  both  worst  and  best 
techniques. 

Example  1:  Worst  Technique 

;  EXAMPLE  1  :  print  A  register 
*=  $1F00 
LDX  #11 

STX  $342     ;  put  11  in  location  $342 
LDX#0 
STX  $348 
STX  $349 
|MP$E456     ;goto$E45d 

Example  2:  Best  Technique 

r 

;  Example  2:  Output  the  character  in  the  A-register 
;  to  file  channel  (lOCB)  number  zero 

;  (assumed  to  be  the  screen). 


Th«  Rrst  and  Onlv  Syttam  to  Backup 

Diskottas  Protoctad  by  Bad  Sectoring 

wftthout  modificatkin  to  your  drive. 


ATARI  DISK  BACKUP  SYSTEM  S49."^ 

SupftfClone  is  the  onhf  ATARI  diskette  copier  system  that 
lets  you  backup  iust  about  ANY  'copy  peotftcted*  disketto.  ,  , 
tncJuding  those  pfotocied  by  'bad  soctorEng.'  8 ad  tracks  and 
sector*  are  created  wtthout  modifications  to  o^  adjustments 
of  your  hardware.  Each  backup  diskette  ganeraied  by  Super- 
clone  function*  cx6ctiyhke  th^  originoi.  .  .  sad f- booting,  etc, 
(In  fact,  we  suggest  that  you  use  the  backup  and  save  the 
originaJJ 
Superck)ne  include: 

SCAN  ANALYSIS  -  Mep  of  diskette  com en«  (Location  of 

data,  bad  sectors,  etc.^ 

FORMATTING/BAD   SECTOfttNG    ■    NonATARl   DOS 

fonttaning  and  bad  irack/ sector  creation. 

BACKUP  ■  Copies  just  about  everything  wo  can  find.  .  . 

regardless  of  protectioo  scheme. 
Supofdone  is  osef-friendW  and  simple  to  use. 
PIRATIS  TAKE  NOTl:  SUPER  CLONE  only  aUows  two 
copies  TO  be  made  of  any  specific  diskette.  .  .Sorry 1 11 

SYSTEM  REQUIRCMENTS 

Atari  400  or  800  Computer  /  48K  Memory 
One  Atari  810  Disk  Drive  /  Printer  Optional 
Available  at  your  com  put  ef  store  or  direct  from 
FRONTRUNNER.  Inducle  S2  00  l«5.00  Foreign  Order*)  for 
each  system,  DEALER  INQUIRES  ENCOURAGED, 


TOU.  FREE  ORDER  UNE: 
(24  HrsJ  1-80fr44S"47lO 

In  Nevada  or  for  questions 
Cell:  (702)  786^4600 
Persona)  checks  alow  2-3 
weeks  to  dear.  M/C  end 
VISA  accepted.  Include 
shipping. 

316  California  Avenue,  Suite  f7l2 
Reno,  Nevada  89609  -  (702)  786-4800 

Others  make  chims.  .    SUPER  CLONE  makes  coptesUf 
ATARI  ts  a  Tfademaric  of  ATAfit,  Inc. 


KB  400 


TM 


•  Exact  Atari^"  keyboard  layout. 

•  Long  life,  gold  contact,  full  stroke  key  switches. 

•  Aluminum  enclosure  insures  stability  of  keys, 

•  Easy  installation  — remove  4  screws  and  plug  in. 

•  Full  Year  Warranty  — Made  in  U.S.A.  — Low  Price. 

flTTa-SQFT 


Send  Check  or 
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A»eH«an 
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(309)343-4114 


Please  add  ^3,50 
Postage  and  Handlmg 
COD  ^2.00  additional 

Atari  is  a  trademark  of  Atari,  Inc. 


ATARI®       MHRi 

<^f?RT?frn^  f 

ATARI® 

'      W^ 

OUR 

LIST 

C/JLi]L_J  L  L-LLj    L 

OUR 

LIST 

PRICE 

PRICE 

k^  kv'taw'  mr  kv'bV      hr' 

PRICE 

PRICE 

ADVENTURE  INT'L 

Saga#1  (dj 

...26,50 

39.95 

COMPUTER  SOFTWARE 

CONTINENTAL 

Home  Accountant  (d)  ..... 

..43.50 

74.95 

Saga#2(d| 

...26.50 

39  95 

Tax  Advantage  (d) 

..39.50 

59.95 

Sea  Dragon  (d/c) 

...23.00 

34.96 

SPECIALS? 

INKOME 

ATARI 

NO 

.THESE  ARE  OUR 

B-Kev  400  .............. . 

..92.50 

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Dig  Dug  (r)  . . 

Basic  |r) . . 

...32.00 
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44.95 
44.95 
59.95 

EVEF 

tYDAY  LOW  PRICES 

OPTIMIZED  SYSTEMS  SOFTWARE 
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AND  MUCH  MORE 

Atarj  IS  d  re 

gistered  trademark  of  Atari,  tnc. 

AND  MUCH  MORE 

;  Entry:  A-register  contains  the  character 
;  Exit:  Status  of  all  registers  unknown 

*=  LOWMEMORY 
PRINTCHARACTER 

LDX  #COMMAND.PUTBINARY 
STX    lOCB.COMMAND  ;  command  far  CIO 
LDX  #0     ;  use  a  zero  buffer  length 
STX    lOCB.LOLENGTH    ;tells  CIO  to  output 
STX    lOCB.HILENGTH     ;contents  of  A  register 
;  next  line  commented  out. ..not  needed  since  X 

already  =0 
;     LDX  #0     ;  specify  lOCB  zero 

JSR  CiO     ;  let  CIO  do  the  real  work 
;  Could  check  for  errors  here 
RTS  ;  all  done 

Enough  said?  I  refuse  to  decipher  programs 
like  Example  1.  Of  course.  Example  2  wouldn't  be 
very  useful  either  unless  equates  for  the  various 
labels  were  supplied  (as  in  lOCB.  COMMAND  = 
$342),  but  at  least  most  readers  couid  understand 
its  intent. 

Absolutely  Not 

Regular  readers  will  no  doubt  recall  the  many 
occasions  on  which  I  have  ranted  about  staying 
out  of  Page  6  or  about  putting  code  at  LOMEM  or 
about  writing  code  that  is  not  specific  to  a  particu- 
lar hardware/software  configuration.  But,  to  be 
fair,  sometimes  it  is  hard  to  follow  all  of  the  rules, 
especially  when  adapting  a  program  from  a  book 
or  magazine. 

Often,  the  real  secret  to  writing  adaptable 
code  is  in  learning  to  write  self- relocatable  code. 
The  techniques  we  will  begin  discussing  this 
month  are  designed  specifically  for  use  with  the 
6502  microprocessor.  While  there  will  be  several 
references  to  Atari  internal  structure,  most  of 
what  is  presented  here  is  appropriate  to  Apple 
and  Commodore  machines  as  well. 

And  1  will  answer  one  more  question  before 
we  start  on  the  hard  stuff:  Why  should  we  want  to 
write  self- relocatable  code?  Sorry,  we  don't  have 
room  for  that  answer  this  month.  Wait  until  next 
month.  (It's  a  good  answer,  honest!) 

Actually,  there  is  just  one  rule  to  remember 
in  writing  self-relocatable  code:  avoid  references  to 
absolute  iuenum/  locations. 

Unfortunately,  this  is  often  a  very  hard  rule 
to  follow.  Fortunately,  there  are  many  places 
where  we  can  make  an  exception  to  this  rule. 

For  starters,  look  at  the  subroutine  in  Exam- 
ples 1  and  2  above.  Is  it  self-relocatable?  Your  first 
impulse  might  be  to  say  no,  since  it  references 
$342,  $348,  $349,  and  SE456,  which  are  all  absolute 
locations.  And  even  if  you  do  it  right  and  use  the 
equated  labels  of  Example  2,  theyare  still  absolute, 
no  matter  what  they  look  like. 

But.  Within  the  context  of  any  given  machine, 
there  are  alwavs  certain  locations  which  never 
change.  In  particular,  hardware  locations,  loca- 
les   COMPVTEi    July  1983 


tions  in  ROM,  and  locations  in  the  RAM  (or  values 
used  and  defined  by  ROM  subroutines)  cannot 
possibly  change.  An  exception  to  this  is  when 
you  plug  in  a  new  set  of  ROMs,  and  you  can  ask 
the  software  vendors  about  the  fun  and  games 
the  Atari  1200XL's  new  ROMs  are  giving  them. 

In  the  example  given,  $E456  (CIO)  is  in  the 
Atari's  OS  ROM  space.  It  is  a  guaranteed  entry 
point  to  the  OS  command  implementation  code. 
It  won't  change  (even  in  the  new  1200,  etc.). 

And  locations  $340  through  $34F  (as  well  as 
$350  through  $3BF)  are  in  the  lOCB  space  defined 
by  Atari  for  use  with  CIO.  Again,  they  won't  and 
cannot  change. 

Finally,  the  command  used  (11)  and  the  zero 
buffer  length  are  values  defined  by  the  OS  ROMs 
to  have  certain  meanings.  And  if  Atari  changes 
these  meanings,  we  are  all  in  trouble,  because 
Atari  BASIC,  PILOT,  and  more  won't  work  then. 

Implicit  Relocatability 

The  result  of  all  this?  No  matter  where  you  as- 
semble that  example  (that  is,  no  matter  where  the 
"*  =  "  places  the  code),  the  resultant  machine 
object  code  will  be  precisely  the  same!  Presto. 
That  example  is  self- relocatable. 

Surprisingly,  a  lot  of  the  subroutines  used 
with  Atari  BASIC  follow  the  mold  shown  here: 
they  simply  set  up  some  values  in  the  Atari- 
specified  memory  locations  and  call  an  Atari- 
specified  OS  routine.  They  are  implicitly  self- 
relocatable. 

So  what  is  not  relocatable?  Generally,  the 
prime  culprits  are: 

1.  References  to  RAM  locations  defined  within 
the  user's  own  code  (for  example,  LDA,  ST  A, 
INC  etc.). 

2.  Jumps  (J MPs)  to  locations  in  the  user's 
own  code. 

3.  Calls  (JSRs)  to  locations  in  the  user's  own 
code. 

Let's  make  up  an  example  just  to  illustrate 
potential  problems. 

*  =  S600 
SAVEX*=  *  +  l 
MESSAGE  .BYTE  This  is  the  message',0 

;  this  is  the  same  code  as  the  examples  above 

PRINTCHARACTER 

LDX  #COMMAND.PUTBINARY 

STX    lOCB. COMMAND     ;  command  for  CIO 

LDX  #0     ;  use  a  zero  buffer  length 

STX    lOCB.LOLENGTH     ;  tells  CIO  to  output 

STX    lOCB.HILENGTH     ;  contents  of  A  register 

JMP   CIO     ;  let  CIO  do  the  real  work 

call  here  to  print  contents  of  'MESSAGE' 

Entry  conditions:  none 

Exit  conditions:  none,  no  registers  saved 


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emu  DnYenLB  | 


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power  —  Star  Crystals  that  amplify  solar  energy.  To  get  to 
them  you  have  to  penetrate  the  Crogan  defenses  both  on  and 
under  the  surface.  Once  you  capture  a  Crystal,  you  have  to 
get  it  to  the  surface  and  go  after  another  Each  time  it  gets 
tougher  and  more  exciting.  For  one  or  two  players.  24K  Disk, 
and  Joystick;  16K  Cassette  &  Joystick. 


Cat 
Cm  Up! 


^^M!^J•^!^^;|Ji 


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AWARD 
WINNING 


nxn 


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^ 


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Juty1983    COMPUnE!    189 


PRINTMESSAGE 
LDX  #0 
STX   SAVEX     ;  initialize  message  pointer 

MSGLOOP 

LDX  SAVEX     ;  get  current  message  pointer 
LD A  MESSAGE, X     ;  get  next  character  of  msg 
BEQ  QUIT     ;  but  quit  if  it's  last  char 
jSR     PRINTCHARACTER     ;  else  print  it 
INC    SAVEX     ;  point  to  next  character 
JMP    MSGLOOP     ;  and  do  another  character 


QUIT 


RTS 


;  we  are  done 


Do  you  see  the  problem  areas?  If  we  move 
this  routine  somewhere  else  in  memory,  the  ad- 
dresses of  MESSAGE,  PRINTCHARACTER, 
MSGLOOP,  and  SAVEX  all  change,  and  the  object 
code  associated  with  them  changes  also.  This 
routine  is  definitely  not  self-relocatable. 

But  let's  tackle  each  of  the  problem  labels  one 
at  a  time  and  see  how  we  can  change  the  references 
to  each  to  make  the  code  self-relocatable. 

MSGLOOP  is  the  easiest  label  to  'Tix/'  For 
example,  if  we  change  the  line  JMP  MSGLOOP  to 
BNE  MSGLOOP,  the  label  MSGLOOP  is  no  longer 
a  problem  (since  ^7//  branch  instructions  are  always, 
by  nature,  self-relocatable). 

And  we  could  save  the  X-register  on  the  stack 
(via  TXA  and  PHA)  and  later  retrieve  and  incre- 
ment it  similarly  (via  PLA,  TAX,  and  INX),  thus 
eliminating  the  need  for  SAVEX. 

The  PRINTCHARACTER  routine  could  easily 
be  eliminated  in  its  entirety  by  placing  its  code  in- 
line in  the  middle  of  the  PRINTMESSAGE  routine. 
This  is  a  good  solution  only  if  PRINTCHARACTER 
is  not  called  by  any  other  routine.  It  may  also  be 
an  adequate  solution  if  the  routine  being  placed 
in-line  is  fairly  small  (as  is  PRINTCHARACTER) 
so  that  you  can  keep  two  or  more  copies  around, 
if  necessary. 

But  what  do  we  do  about  MESSAGE,  which 
is  too  big  to  put  in  a  register?  Or  what  would  we 
do  if  PRINTCHARACTER  was  a  long  routine? 
And,  most  importantly,  what  do  we  do  with  a 
hunk  of  self-relocatable  code  once  we  have 
managed  to  produce  it? 

Next  month  we'll  tackle  those  questions  and 
others. 

A  Handy  Product? 

Do  you  do  much  work  on  botli  Apple  II  and  Atari 
computers?  If  so,  you  could  probably  use  a  handy- 
dandy  little  device  which  we  recently  acquired. 
Allen  Prowell  of  Fresno,  California,  built  us 
what  amounts  to  an  intelligent  cable  between  our 
Apple  and  our  Atari.  It  plugs  into  the  joystick 
port  on  the  Atari  and  into  the  game  port  on  the 
Apple.  It  transfers  ASCII  files  in  either  direction 
(doing  'light  conversion"  on  return  characters, 
etc.).  Verif  fast.  It  is  much  more  convenient  and 
reliable  than  using  RS-232,  and  it  moves  over  1000 

190     COMPUTE!     July  1983 


characters  a  second,  including  disk  accesses. 

As  I  said,  this  is  a  specialized  product,  but  if 
you  need  it,  call  Allen  (209)  227-4917.  Using  our 
C/65  and  M AC/65  on  both  Atari  and  Apple,  we 
havx^  converted  an  8K  program  in  as  little  as  two 
hours,  including  the  transfers,  assemblies,  etc. 

Coming  Attractions 

1  think  next  month's  column  will  be  fairly  long, 
what  with  the  last  part  of  BAIT  and  Part  2  of  self- 
relocatable  machine  language.  If  I  have  room, 
though,  I  will  introduce  you  to  a  new  Atari 
graphics  mode.  Also,  coming  soon,  information 
on  some  strange  and  wcjnderfiil  new  products  for 
the  Atari.  C 


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12  Joystick  Extension  Cord 1995  S7,75 

Amdek  12'  Green  Monitor 179.00  148  75 

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Atan Cart Flip-NFile 29 95  18.85 

Atan  Joysticks  (Pair} 19  85  12. 85 

Atari  Joystick  (Single) 995  6.45 

Atari  Paddles 14  95  11.50 

B  Key  400  Keyboard    .  . ,  . , 119  95  99,00 

Hayes  Smartmo<iem  300 289.00  215.00 

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Intec  32K  RAM  Card  (400/800) 90  00  65  35 

Intec  4aK  RAM  Card  (40O1 1 15.00  86  70 

LEStick 39  95  29  13 

Microiekl6K  Memory  Board                    99  50  67  86 

Microtek  32K  Memory  Board 139  50  93  00 

MPC  32K  Memory  Board 139.50  107  00 

MPC  BSR  Controiter 159,50  122  30 

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NEC  1212  Color  Mntr 39900  310  00 

NEC  1260  12"  Green  Mntf  .........  149.95  1 25,00 

NEC  8023  Prinrer 645  00  475  00 

Parallel  Printer  Cable    39  50  32  75 

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Swnalman  Atari  Modem  MK II .99.00  8 1 .  50 

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Atan  Disk  FlipN-File    $29.95  $18  15 

Dysan  Disks     60.00  4 1  50 

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i  +  Shipping) 

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■A:an  Basse  Reference"  Book                   510  95  $8  50 

■A:ari  Basic"  Book                                    10  95  8  50 

' ' A:art  Ga  mes  &  Recrea  I  i  on "  Book             1 4  95  1 1  50 

■  "Atan  Pilot  For  Begi  nne  r  s' '  Book                 1 4  95  1 1  50 

Atari  Sounds  &  Graphics"  Book                  9  95  8  25 

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"The  Atari  Assembler '  Book                      12  95  9  95 

"Your  Atari  Computer  ■  Book                      16  95  13  00 

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July1983    COMPUTE!    191 


MACHINE  LANGUAGE 


Jim  Butterfield,  Associate  Editor 


Part  in 


Numeric  Output 


There's  a  quick  method  of  generating  decimal 
output  on  the  6502.  It's  a  notable  departure  from 
conventional  methods,  and  it  would  be  worth- 
while to  lay  down  a  few  general  ideas. 

Shift  Transfer 

Suppose  we  have  two  bytes,  OLD  and  NEW. 
OLD  contains  a  value,  and  NEW  contains  zero. 
We  want  to  transfer  the  contents  of  OLD  to  NEW, 
and  set  OLD  to  zero.  That's  not  hard  by  con- 
ventional coding  (a  couple  of  Load  and  Store 
commands),  but  we're  going  to  look  at  another 
method. 

Suppose  that  we  shift  each  bit  out  of  OLD, 
and  then  shift  it  into  NEW.  Using  a  left  shift,  we 
would  code:  ASL  OLD  (arithmetic  shift  left),  which 
puts  the  extra  bit  into  the  carry;  and  then  ROL 
NEW,  which  slides  the  carry  bit  into  the  new  byte. 
If  we  repeat  this  eight  times,  OLD  will  have  moved 
to  NEW,  bit  by  bit.  It  seems  like  a  slow  way  of 
doing  it,  but  it  does  indeed  achieve  what  we  want. 

The  same  method,  of  course,  would  move  a 
two-byte  OLD  to  NEW,  or  as  many  bytes  as  we 
need.  Each  bit  shift  would  consist  of  one  ASL 
followed  by  several  ROL  commands  until  the  job 
is  done. 

A  New  Way  To  Rotate 

The  ROL  (Rotate  Left)  command  is  compact  and 
handy.  It  takes  the  contents  of  the  Carry  flag  and 
moves  it  into  the  low-order  bit  position  of  the 
operand;  all  other  bits  move  over  to  make  room, 
and  the  high-order  bit  falls  out  into  the  Carry. 
Now  let's  do  the  same  thing  without  using  the 
ROL  command. 

The  ROL  command  might  be  considered  the 
same  as  multiplying  by  two  plus  adding  a  carry,  if 
necessary.  We  often  use  the  left  Shift  and  Rotate 
commands  for  multiplication.  But  there's  another 
way  to  multiply:  we  can  use  repeated  addition. 

We  can  do  exactly  the  same  as  ROL  NEW  by 
coding:  LDA  NEW:  ADC  NEW:  STA  NEW.  The 
original  number  is  doubled,  which  gives  the  left 
shift,  and  the  carry  is  automatically  added  in.  A 

192     COMPUTE!    July  1983 


new  carry  condition  is  generated.  AH  we  seem  to 
have  done  is  use  three  instructions  where  one 
would  have  done. 

The  Gimmick 

But  here's  the  gimmick:  we  can  make  the  ADC  in- 
struction add  in  a  different  manner  by  switching  to 
decimal  mode.  In  decimal  mode,  addition  auto- 
matically produces  BCD  numbers.  And  BCD  num- 
bers can  be  printed  as  if  they  were  hexadecimal, 
which  greatly  simplifies  the  output  calculation. 

Let's  work  this  out  in  principle.  First,  a 
warning:  on  many  machines,  decimal  mode  is 
poisonous  to  the  operating  system  and  to  the 
interrupt  routines.  Remember  to  restore  binary 
mode  when  you're  finished;  and  if  your  machine 
uses  interrupt,  lock  it  out  for  the  duration  of  your 
calculation. 

Let's  look  at  simple  coding  to  change  a  one- 
byte  OLD  to  NEW: 


LDA 

#$00 

STA 

NEW 

(clear  NEW) 

LDX 

#$07 

(eight  bits) 

ASL 

OLD 

(grab  a  bit) 

LDA 

NEW 

(slip  it..) 

ADC 

NEW 

(..into..) 

STA 
DEX 

NEW 

(...NEW) 
(countdown) 

BPL 

BIT 

(next  bit) 

If  we  are  in  binary  mode,  the  above  routine 
will  copy  OLD  to  NEW  unchanged.  But  if  we 
switch  to  decimal  mode,  OLD  will  be  converted 
to  BCD  as  it  is  moved  to  NEW. 

A  warning  here:  the  result  might  not  fit.  A 
one-byte  binary  number  might  need  to  be  con- 
verted to  three  decimal  digits  (for  example,  250). 
In  this  case,  we'd  need  to  have  two  bytes  available 
in  NEW  to  hold  the  result,  since  BCD  holds  only 
two  decimal  digits  per  byte.  Be  sure  your  coding 
provides  for  sufficient  space  for  the  answer. 

An  Example 

Let's  write  the  outline  of  a  routine  to  convert  a 
series  of  16'bit  numbers  to  decimal  and  output 


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them.  We'll  write  the  code  in  compact  form  so  as 
to  emphasize  the  logic  flow. 

Set  up  Y  to  reach  several  numbers: 

LDY#o 

Copy  a  number  into  the  work  area: 

A:  LDA  TABLE, Y:STA  WORKiLDA  TABLE-f  1,Y: 
STA  WORKl 

Move  Y  to  reach  the  next  number,  clear  output 
area: 

INY:INY:LDA  #0:STA  OUTlrSTA  OUT2:STA  OUT3: 
STA  ZSUP 

Get  ready  to  move  16  bits  from  WORK  to  OUT: 

LDX  #15 
Move  bit  out  of  WORK: 

B:  ASL  WORK:ROLWORK1 

Switch  to  decimal  mode: 

SEi:SED 
Move  bit  (decimally)  into  OUT: 

LDA  OUTl:ADC  OUTl:STA  OUT! 
LDA  OUT2:ADC  OUT2:STA  OUT2 
LDA  OUT3:ADC  OUT3:STA  OUT3 

Clear  decimal  mode: 

CLD:CLI 
Repeat  for  next  bit: 

DEXrBPL  B 

Prepare  to  output  three  bytes  (six  digits): 

LDX  #2 

Get  bytes,  high  order  first,  for  output: 

C:  LDAOUTl,Y:PHA 
Output  high  order  digit: 

PHA:LSR:LSR:LSR:LSR:JSR  PUT:PLA 

Output  low  order  digit: 

AND  #$OF:]SR  PUT 

Go  for  next  byte: 

DEXrBPL  C 
Print  RETURN: 

LDA  #SOD:|SR  PRINT 
Go  back  for  another  number: 

CPY  #10:BCC  A 
Quit: 

RTS 
Zero  suppress  output  subroutine: 

PUT:  CMP  ZSUPiBNE  D 
Fill  with  space: 

LDA  #S20:BNE  E 
Convert  numeric,  kill  zero  suppression: 

D;  ORA  #$30:STA  ZSUP 
194     COMPUTE!     July  1983 


Print  and  return: 
E:  JMPSFFDZ 

Let's  put  the  above  into  a  PET/CBM/VIC/C64 
environment  to  see  it  work: 

100  DATA  160,0,  185,80,3,  141,64,3 

110  DATA  185,31,3,  141,65,3,  200,200 

120  DATA  169,0,  141,66,3,  141,67,3,  141,68,3 

130  DATA  141,69,3,  162,15,  14,64,3,  46,6 

5,3,  120,  248 
140  DATA  173,66,3,  109,66,3,  141,66,3,  1 

73,67,3 
150  DATA  109,67,3,  141,67,3,  173,68,3 
160  DATA  109,68,3,  141,68,3,  216,  88,  20 

2,  16,216 
170  DATA  162,2,  189,66,3,  72,  74,  74,  74,  74 
180  DATA  32,184,3,  104,  41,15,  32,184,3, 

202,  16,236,169,13,  32,210,255 
190  DATA  192,10,  144,155,  96,  205,69,3, 

208,4,  169,32 
195  DATA  208,5,  9,48,  141,69,3,  76,210,255 
200  FOR  J=848  TO  968: READ  X 
210  T=T+X;POKE  J,X 
220  NEXT  J 

230  IF  TO10738  THEN  STOP 
300  SYS  848 

The  numbers  that  are  printed  won't  have  any 
special  meaning,  but  you'll  see  that  conversion  is 
taking  place,  and  that  zero  suppression  works 
nicely. 

Converting  binary  numbers  to  BCD  in  prepa- 
ration for  output  isn't  really  a  gimmick.  It's  a  sen- 
sible way  to  do  an  otherwise  difficult  job.  © 


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COMPUTEI's 
Machine  Language  For  Beginners 


Table  of  Contents 


.V 

.  vii 


7 
23 

37 

53 

63 

91 

97 


Author;   Richard  Mansfieid 
Price;        S  12,95 
On  Sale:  Now 

One  of  the  most  exciting  moments  in  com- 
putfng  is  when  a  beginner  writes  his  or  her 
first  program  whrch  actually  worl<s-.-  usually 
after  hours  of  effort.  A  new  world  opens  up. 

But  as  beginners  grow  into  intermediate 
programmers  and  become  more  fluent  in 
BASIC,  they  realize  the  language's  limirations 
-  slow  speed,  and  the  lack  of  total  control 
over  the  Inner  operations  of  the  computer. 
They  often  develop  an  admiration  for  the 
fast,  smoothly  running  machine  language 
programs  that  mark  commercial  software. 
Unfortunately,  too  many  people  view  ma- 
chine language  as  mysterious  and  forbidding, 
and  they  are  reluctant  to  tackle  it  themselves. 

OOMPUTEI  Books'  latest  release. 
Machine  Language  For  Beginners,  by 
Richard  Mansfield,  introduces  newcomers 
to  the  challenges  of  machine  language 
with  a  unique  approach.  Aimed  at  people 
who  understand  BASIC,  Machine  Language 
For  Beginners  uses  BASIC  to  explain  how 
machine  language  works.  A  whole  section 
of  the  book  explains  machine  language  in 
terms  of  equivalent  BASIC  commands,  (f 
you  know  how  to  do  \i  in  BASIC,  you  can 
see  how  It's  done  in  machine  language. 

Machine  Language  For  Beginners  is  a 
general  tutorial  for  all  users  of  computers 
with  6502  microprocessors  -  with  examples 
for  the  Commodore  64,  VIC-20,  Atari  400/ 
800/1 200XL  Apple  11,  and  PET/CBM.  The 
numerous  machine  language  programs 
will  work  on  3\l  these  computers. 

As  a  bonus.  Machine  Language  For 
.Beginners  includes  something  that  all  fledg- 
ling machine  language  programmers  will 
need  to  get  started  -  an  assermbler.  The 
"Simple  Assembler,"  written  in  BASIC  for 
the  various  computers,  takes  the  tedium 
out  of  entering  and  assembling  short 
machine  language  programs.  The  book  even 
explains  how  to  use  the  built-in  machine 
language  monitors  on  several  of  the  com- 
puters. And  It  includes  a  disassembler  pro- 
gram and  several  monitor  extensions. 

This  book  fills  the  need  for  a  solid,  but 
understandable,  guide  for  personal  com- 
puting enthusiasts.  Mansfield  is  Senior 
Editor  of  COMPUTEf.  His  monihly  column, 
'The  Beginner's  Page,"  has  been  one  of  COMPUTEI's  most  popular  features. 

in  the  COMPUTE!  tradition.  Machine  i-anguage  For  Beginners  has  been  written 
and  edited  to  be  straightforward,  clear,  and  easily  understood,  it  is  spiral-bound 
to  lie  flat  to  make  it  easier  to  type  in  programs. 

Available  at  computer  dealers  and  bookstores  nationwide.  To  order  directly  call  TOLL  FREE  800-334-0868.  In  North  Carolina 
call  9 1 9-275-9809.  Or  send  check  or  money  order  to  COMPUTE!  Books,  P.O.  Box  5406,  Greensboro,  NC  27403. 

Add  %2  shipping  and  handling.  Outside  the  U.S.  add  S5  for  air  mail,  S2  for  surface  mail.  All  orders  prepaid.  U.S.  fu/ids  only, 

^    ^      '  y  JUV1983    COMPUTE!     195 


Preface  .  .  .  .  , 

Introduction  -  Why  Machine  Language? 

Chapter  I :  How  To  Use  This  Book 

Chapter  2:  The  Fundamentals 

Chapter  3:  The  Monitor 

Chapter 4:  Addressing, 
Chapter  5:  Arithmetic 

Chapter  6:  The  Instruction  Set 

Chapter  7:  Borrowing  from  BASIC 
Chapter  8:  Building  A  Program  ........ 

Chapter  9:  ML  Equivalents 
Of  BASIC  Commands 

Appendices 

A:  Instruction  Set  ._....._  , 

B:  Maps 

C:  Assembler  Programs 
D:  Disassembler  Programs 

E:  Number  Charts 

F:  Monitor  Extensions 

G:  The  Wedge 

Index    .  .  . 


.    121 

149 
167 
223 

237 
243 
253 
335 

339 


PBOGRAMIVIING  THE  Tl 

C  Regena 


Planning  Color  Sets 


In  a  previous  column  we  looked  at  defining  char- 
acters for  graphics.  Let's  expand  on  that  idea  and 
discuss  in  more  detail  how  to  plan  the  color  sets 
for  high-resolution  graphics. 

To  define  colors  for  your  graphics,  use  the 
CALL  COLOR  statement.  The  form  is  CALL 
COLOR(s,f;b)  where  s  is  the  set  number,  f  is  the 
foreground  color,  and  b  is  the  background  color. 
Each  of  the  numbers  can  be  from  1  to  16.  Each 
graphics  character  you  define  can  have  two  colors 
(a  foreground  color  and  a  background  color)  cho- 
sen from  the  list  of  16  colors. 

The  Color  Sets 

There  are  16  color  sets.  Each  color  set  contains 
eight  character  numbers  (ASCII  codes).  The  table 
shows  which  ASCII  character  codes  are  in  which 
color  set.  You  may  find  it  handy  to  mark  off  these 
sets  on  the  "Character  Codes"  table  on  the  BASIC 
Reference  Card  that  came  with  your  computer. 
Just  make  a  mark  after  every  eighth  number,  then 
number  the  sets  so  you  can  tell  at  a  glance  which 
character  is  in  which  set -and  which  other  char- 
acters are  in  the  same  set. 


Color  Sets 


Set       Character  Codes 

1  32-39 

2  40-47 

3  48-55 

4  56-63 

5  64-71 

6  72-79 

7  80-87 

8  -88-95 


Set       Ctiaracter  Codes 


9 
10 
11 
12 

n 

14 
IS 
1€ 


96-103 
104-111 
112-119 
120-127 
128-135 
136-143 
144-151 
152-159 


Now  try  this  short  program  to  see  how  the 
CALL  COLOR  statement  works: 

100  PRINT ''HELLO  THERE  I  " 
110  PRINT"THIS  IS  A  SAMPLE.** 
120  CALL  COLOR(5,7,l) 
130  GOTO  130 

RUN  the  program.  Lines  100  and  110  just  print 
some  words  on  the  screen.  By  the  way,  we  didn't 
use  a  CALL  CLEAR  statement,  so  the  program 
will  also  still  be  on  the  screen.  The  screen  turns 

196     COMPUTES    July  1983 


green  when  the  program  starts  to  run.  Line  120 
says  to  change  all  characters  in  set  number  5  to  a 
red  foreground  (color  7)  and  a  transparent  back- 
ground (color  1).  Line  130  holds  the  colors  on  the 
screen  until  you  press  FCTN  4  to  CLEAR  or  stop 
the  program  (SHIFT  C  on  the  TI-99/4  console). 
You  will  notice  when  you  RUN  the  program  that 
the  screen  turns  green,  and  then  all  the  letters  in 
Set  5  {(a  ,A;B,C,D,E,F,G)  turn  red.  Color  1  for  the 
transparent  background  means  that  the  back- 
ground for  the  character  will  be  the  screen  color. 

Stop  the  program  by  pressing  CLEAR. 
Change  line  120  to 

120CALLCOLOR(5,6J) 

The  letters  turn  blue.  Go  ahead  and  try  different 
colors  for  the  second  number  in  parentheses. 
Now  experiment  with  background  color. 
Add  these  lines  to  your  program: 

130  FOR  DELAY^l  TO  100 

140  NEXT  DELAY 

150  CALL  COLOR(6,7,16) 

160  FOR  DELAY^l  TO  100 

170  NEXT  DELAY 

180  CALL  COLOR(6,16,7) 

190  GOTO  130 

Lines  130-140  and  160-170  are  delay  loops. 
RUN  the  program.  Line  120  changes  the  letters  in 
Set  5  to  whatever  color  you  specified.  Line  150 
changes  the  letters  in  Set  6  (H;iJ,K,L,M,N,0)  to 
a  red  (7)  foreground  and  a  white  (16)  background. 
Each  character  will  look  like  a  red  letter  on  a  white 
square.  After  the  delay  loop,  line  180  changes  the 
letters  in  Set  6  to  a  white  foreground  and  a  red 
background  -  now  white  letters  on  red  squares. 
Line  190  branches  to  the  delay  loop  in  line  130,  so 
the  letters  in  Set  6  blink  red  on  white  then  white 
on  red. 

Screen  Changes 

Notice  that  as  soon  as  you  use  a  CALL  COLOR 
statement,  all  characters  in  that  set  change  cok^r  - 
those  already  on  the  screen  and  any  that  you  may 
later  print  or  draw  on  the  screen.  Careful  planning 


is  necessary  so  you  know  exactly  which  characters 
you  are  defining  to  be  certain  colors. 

If  you  would  like  to  change  the  screen  color, 
use  CALL  SCREEN(c),  where  c  is  a  color  number 
from  1  to  16.  For  example,  add  line  90  and  run 
your  program: 

90  CALL  SCREEN(12) 

Keep  in  mind  that  anywhere  you  have  used  the 
color  number  1,  for  transparent,  it  really  means 
the  screen  color. 

Now  try  another  special  effect.  Add  line  125: 

125  CALL  COLOR(l,2,8) 

This  changes  all  characters  in  Set  1  to  black  on 
cyan  (instead  of  black  on  transparent).  RUN  the 
program.  The  "space"  is  Character  32  in  Set  1, 
and  all  spaces  have  been  turned  to  cyan.  The 
screen  is  light  yellow  from  line  90,  so  you  get  a 
border  around  a  cyan  rectangle  with  various  colors 
of  letters  from  the  rest  of  the  program. 

The  default  value  of  all  character  sets  is  black 
on  transparent,  so  the  letters  on  the  screen  are 
black  on  the  screen  color  of  yellow.  If  you  w^ould 
like  a  complete  cyan  rectangle  with  black  letters 
on  the  cyan  background,  the  character  sets  would 
need  to  be  changed  to  black  on  cyan. 

Keep  in  mind  that  it  does  make  a  difference 
in  your  programming  whether  you  print  first  then 
define  the  colors,  or  define  the  colors  and  then 
print.  Plan  your  program  so  that  the  computer  will 
perform  the  actions  in  exactly  the  order  you  want. 

Here  is  another  sample  program.  Type 
NEW  (enter),  and  then  try  this  program.  Watch 
carefully. 

100  CALL  CLEAR 

110  CALL  VCHAR( 10, 5,42,9) 

120  CALL  VCHAR(10,10,42,9) 

130  CALL  HCHAR(14,6,42,4) 

140  CALL  VCHAR( 10, 17,42,9) 

150  CALL  VCHAR(10,24,33,6) 

160  CALL  VCHAR(18,24,33) 

170  CALL  COLOR(2,7,l) 

180  GOTO  180 

The  computer  is  quite  fast,  but  you  can  see  that 
the  screen  clears,  the  characters  are  drawn  in 
black,  and  then  some  of  the  characters  turn  red.  If 
you  prefer  to  have  the  asterisks  printed  in  red 
from  the  start,  the  CALL  COLOR  statement  must 
come  before  the  CALL  VCHAR  and  CALL 
HCHAR  statements.  Delete  line  170  and  add 

105  CALL  COLOR(2,7,l) 

RUN  the  program  and  you  can  see  the  difference. 

Invisible  Characters 

Another  thing  you  can  try  is  to  draw  your  charac- 
ters invisibly  and  then  make  them  appear  all  at 
once.  This  is  quite  effective  if  you  have  a  lot  of 


CALL  HCHAR  and  CALL  VCHAR  statements 
drawing  an  intricate  picture.  For  this  program, 
make  the  following  changes: 

105  CALL  C0L0R(2,1,1) 

106  CALL  C0L0R(1#1#1) 
170  CALL  COLOR(2,7,l) 
175  CALL  COL0R(lr2,l) 

First  the  characters  in  Sets  2  and  1  are  made  invis- 
ible by  setting  both  foreground  and  background 
to  transparent.  Next  the  characters  are  drawn 
with  CALL  HCHAR  and  CALL  VCHAR  state- 
ments. You  won't  be  able  to  see  this  process.  Last, 
line  170  colors  the  asterisks  red,  and  line  175  colors 
the  exclamation  points  black  so  the  greeting  ap- 
pears all  at  once. 

When  defining  your  own  graphics  characters, 
you  may  use  any  character  number.  If  you  want 
to  keep  the  alphabet  intact,  you  will  probably  use 
character  numbers  beyond  95.  Group  your  char- 
acters so  that  all  characters  of  the  same  color  will 
be  in  the  same  set. 

Remember  that  there  are  eight  characters  per 
set.  If  you  are  using  many  different  colors  or  need 
to  conserve  memory,  you  will  also  need  to  plan 
the  number  of  characters  you  can  design  in  each 
set.  For  example,  if  you  have  a  dog  that  uses  nine 
characters,  could  you  redraw  him  in  eight  charac- 
ters so  only  one  CALL  COLOR  statement  would 
be  needed? 

Refer  to  the  table  to  determine  which  charac- 
ters are  in  which  set.  For  example,  if  you  are  de- 
signing character  number  134,  it  will  be  in  Set  13^ 
which  contains  characters  128-135.  Your  CALL 
COLOR  statement  will  use  set  number  13. 

If  you  are  not  using  the  small  letters  in  char- 
acter codes  97-122  (available  on  the  TI-99/4A 
console,  but  not  on  the  TI-99/4),  use  those  numbers 
to  define  your  graphics  characters,  then  PRINT 
the  characters  rather  than  using  HCHAR  and 
VCHAR  to  draw  them  on  the  screen.  PRINT 
TAB(10);''hikn"  will  be  much  faster  than  four 
separate  CALL  HCHAR  statements  to  put  up 
characters  104,  105,  107,  and  110.  By  the  way, 
your  listing  will  say  "hikn"  with  the  small  letters, 
but  when  your  program  is  run  those  letters  will 
be  substituted  by  the  graphics  characters  as  you 
defined  them.  If  you  want  to  use  the  PRINT 
method  on  characters  numbered  higher  than  126, 
you  may  use  a  statement  such  as  PRINT  CHR$ 
(132)&CHR${133)&CHR$(137). 

Teeth  Wisdom 

The  following  program  illustrates  the  use  of  color 
sets  in  an  educational  program.  'Teeth  Wisdom" 
draws  the  teeth  and  their  names  on  the  screen  in 
high  resolution  graphics.  After  the  user  knows 
the  names,  he  or  she  presses  ENTER  and  the  labels 
clear.  The  names  will  be  reprinted  in  a  random 

July  1983     COMPUTE!    197 


order.  For  a  quiz,  certain  teeth  will  "blink"  and 
the  user  must  press  the  correct  answer.  The  order 
will  be  random. 

The  teeth  are  drawn  white  on  a  light  red  back- 
ground, and  the  gums  are  light  red  on  a  transpa- 
rent background.  Although  all  the  teeth  are  white, 
they  are  defined  in  different  color  sets  so  that 
only  certain  teeth  will  blink  during  the  quiz.  The 
central  incisors  use  characters  96-100;  the  lateral 
incisors,  104-107;  the  cuspids,  112-117;  the  bicus- 
pids, 120-127;  and  the  molars  128-134.  The  gums 
use  characters  from  136  to  157. 

Since  so  many  graphics  characters  are  de- 
fined, DATA  statements  rather  than  individual 
CALL  CHAR  statements  are  used.  The  DATA  in 
lines  240  to  330  are  character  definitions.  Be  careful 
to  type  these  lines  exactly  as  shown.  The  round 
symbols  are  zeros  and  not  the  letter  O.  When 
there  are  two  or  more  commas  in  a  row,  it  means 
that  a  character  is  defined  as  a  null  string.  At  the 
end  of  a  data  list  such  as  line  250,  the  ""  (double 
quotes)  marks  are  necessary  to  indicate  a  null 
string,  but  in  a  series  such  as  in  line  260,  the  quote 
marks  may  be  omitted  between  commas.  These 
null  strings  correspond  to  unused  character  num- 
bers. 

Lines  180-230  let  the  character  number  C  vary 
from  94  to  157  and  READ  in  a  string  then  define 
character  C  with  graphics  definition  CS.  The  CALL 
COLOR  statements  blink  the  asterisks  on  the  title 
screen  while  the  characters  are  being  defined. 
Lines  340-390  define  the  colors  for  the  teeth  and 
gums. 

Lines  590-690  PRINT  the  graphics  on  the 
screen,  which  is  faster  than  using  individual  CALL 
HCHAR  or  CALL  VCHAR  statements  for  this 
many  special  characters.  Within  the  quotation 
marks  are  the  lowercase  letters  -  release  the 
ALPHA  LOCK  key  to  type  these  symbols  in.  Line 
610  uses  the  symbol  found  on  the  face  of  the  "C" 
key  and  is  typed  by  pressing  FCTN  and  C.  Other 
symbols  requiring  the  FCTN  key  are  in  lines  640 
and  650. 

For  The  TI-99/4  Console 

If  you  have  the  TI-99/4  console,  you  will  not  be 
able  to  type  in  these  lines.  You  can  use  the  method 
found  in  line  600  to  print  the  characters,  listing 
each  character  number.  Note:  If  a  program  like 
this  has  been  typed  in  on  the  T1-99/4A  console,  it 
wiU  work  correctly  on  the  TL99/4  console  (read  it 
in  from  cassette  or  diskette). 

In  the  quiz,  lines  900  and  910  blink  the  par- 
ticular teeth  while  the  computer  waits  for  a  re- 
sponse. A  random  number  (I)  is  chosen,  and  the 
corresponding  color  set  is  1  +  8  for  the  CALL 
COLOR  statements. 

198    COMPUTCI     July  1983 


Lines 

100 

110-170 

180-230 


240-330 
340-360 

370-390 

400-510 

520-560 

570 

580-690 
700 

710-760 

770 

780-850 

860-1060 

870-880 

890-920 

930-940 

950-990 

1000-1030 

1040 

1050-1060 

1070-1100 

1110-1140 


1150 
1160-1190 

1200-1210 


Program  Structure 

Title. 

Gear  screen;  print  title  screen. 

Define  graphics  characters  94  through  157  by 

READing  the  definitions  frnm  DATA;  blink' 

asterisks  on  screen  green  and  white. 

DATA  containing  graphics  definitions. 

Define  color  sets  9  through  13as  white  on  light  red 

for  teeth. 

Define  color  sets  for  light  red  on  transparent  for 

graphics  surrounding  teeth. 

Clear  screen;  print  instructions;  define  strings 

as  groups  of  characters  for  later  printing. 

READ  in  names  of  five  groups  of  teeth  as  NS  array 

and  set  the  W$  array  elements  equal  to  the  NS 

array  elements. 

Prints  message  to  press  ENTER  and  waits  for 

response. 

Clear  screen;  print  teeth  with  labels. 

Prints  message  to  press  ENTER  and  waits  for 

response. 

Clear  message  and  clear  labels. 

Prints  qui/ title. 

Randomly  print  names  of  teeth  on  screen  from  the 

W$  array  of  five  names,  A  (I)  will  be  the  correct 

corresponding  answer. 

Perform  quiz. 

Randomly  choose  teeth. 

Blink  teeth  blue  and  white  while  waiting  for 

response. 

If  number  1-5  is  pressed,  show  which  number  was 

pressed,  otherwise  return  to  line  890. 

Ifanswer  is  incorrect,  sound  "uh-oh"anei  return 

fo  r  a  n  ot  h  er  res  po  n  se . 

If  answer  is  correct,  play  arpeggio. 

CI  ea  rs  a  n  s  w  e  r  c  h  oscn , 

Set  A  element  to  zero  so  that  tooth  will  not  be 

chosen  again;  return  to  next  problem. 

Print  option  to  try  again;  wait  for  response; 

branch  appropriately. 

If  user  wants  to  try  again,  set  W$  array  elements 

equal  to  names  of  teeth,  branch  to  beginning  of 

exercise. 

Stop. 

Subroutine  to  print  'TRESS  < ENTER >''  and  wait 

for  response. 

Clear  screen  and  END. 


Teeth  Wisdom 


100 

120 

130 
140 

150 
160 

170 
180 
190 
200 
210 


REM   TEETH  FDR  TI 
CALL  CLEAR 
PRItMT  TAB<4) 


ttttttttttttttttt 


PRINT  TAB (4) ; 
PRINT  TAB (4) ; 

PRINT  TAB (4) ; 
PRINT  TAB (4) ; 

PRINT  : : : 

FOR  C=94  TO  157 

CALL  C0L0R(2, 13, 1 ) 

READ  C* 

CALL  CHAR(C,C*> 


TAB (22) 
TEETH 


WISDOM 


*"  ;TAB  (22)  ;  "**' 
ttttttttttttttttt 


220  CALL  C0L0RC2, 16, 1 ) 
230  NEXT  C 

240  DATA  0000001F1010101 , 000000FF 
250  DATA  00000F1F3F7F7F7F, 0000a3C7C 
7E7EFEF, 0000E0F0FGFCFEFE , FFFFFF 
FFFFFFFFFFF, EFEFEFEFEFEFEFEF,  0,  ,  "  ' 

260  DATA  70F8FCFCFEFEFEFF,FEF8C,0E1 
F3F3F7F7F7FFF, 7F1F03, , , , , 000000 
00000000F8, 01010 1010101, FCFEFFFFF 
EFCF83 


270 


280 


190 


300 


310 


320 


330 


340 
350 
360 
370 
380 
390 
400 
410 
420 

430 

440 
450 
460 
470 

480 
490 

500 

510 

520 
530 
540 
550 
560 


570 
580 
590 

600 

610 


DATA  000000000000001F, 3F7FFFFF7 
F3F1F0C, 80808080808, , ,0F1F1F1F1 
F1F0E,E0F8F8F8F8FSF,071F1F1F1F1F0F 

DATA  F0F8FaFaF8Fa7, 1F3F3F3F3F3F 
IF, F0FaFaFaFaF8F, 0F1F1F1F1F1F0F 
, F8FCFCFCFCFCF8, 7FFFFFFFFFFF7F 
DATA  E0F0F0F0F0F0E, 070F0F0F0F0F 
07,FEFFFFFFFFFFFE, 0303030303030 
301,FFFFFFFFFFFFFFFF, C0C0C0C0C0C0 
C08,  "  •■ 

DATA  FFFFFCF0E0C08, FFFF7E181,FF 
FF3F0F070301 ,FFFEFEFCFCF8F8F8, F 
F7F7F3F3FlFiFlF,F0F0F0F0F0F0F0F 
DATA  0F0F0F0F0F0F0F0F, E0E0E0E0C 
0C0808, 0707070703030101 , 0000000 
00007 IFFF, 0000 03 1FFFFFFFFF,00FFFF 
FFFFFFFFFFFF 

DATA  0000C0FaFFFFFFFF, 000000000 
070F8FF,0i070FlF3F3F7FFF, 80E0F0 
F8FCFCFEFF,010103030307070F, 80B0C0 

C0C0E0E0F 

DATA  0F0FlFlFlF3F3F3F,F0F0F8FaF 

8FCFCFC, 3F7F7F7F7F7F7F7F7F,  FCFE 

FEFEFEFEFEFE 

FOR  C=9  TO  13 

CALL  COLORCC, 16, 10J 

C 

COLOR < 14, 10,1) 

COLDRdS,  10,  1  > 

COLOR ( 16, 10, 1 )    '       ■ 

CLEAR 

COLOR (2,2, 1 > 
"YOU  WILL  SEE 


NEXT 
CALL 
CALL 
CALL 
CALL 
CALL 
PRINT 


A  DIABRAM  0 


'THE  TEETH  WITH  THE  NAME 


THE  NAME 


F" 

PRINT 

S" 

PRINT  :"0F  THE  TEETH." 

A*=CHR*(128)&CHR*(129) 

D*  =  CHR*(130)5(CHR*<13n 

PRINT  ::='WHEN  YOU  KNOW 

S  " 

PRINT  : "PRESS  <ENTER>." 

D*  =  CHR4(132)&CHR$C133)SeCHR*(134 

) 

PRINT  ::"THE  LABELS  WILL  CLEAR 

AND" 

PRINT  : "YOU  WILL  BE  6IVEN  A  QUI 

Z  .  "  :  :  £  : 

FOR  C=l  TO  5 

READ  N* (C> 

W*(C>=N*(C) 

NEXT  C 

DATA  CENTRAL  I NC I SORS , L ATER AL  I 

NCISORS, CUSPIDS, B I  CUSP  I DS , MOLAR 

S 

GOSUB  1160 

CALL  CLEAR 

PRINT  TAB (8) ; "" _CENTRAL  INCISOR 

S" 

PRINT     TAB  (5)  ;CHR*  (145)  S<CHR*  (  146 

)S£CHR*(147)&CHR*(148)8<CHR*<149) 

PRINT  TAB (4)  ; CHR$  < 150)  ;  "e  'abe" ; C 

HR* ( 151 ) ; " LATERAL  INCISORS" 


620  PRINT  "    " ; CHR« ( 150) ; "phcdc js" ;C 

HR* ( 151 ) 
630  PRINT  "  " ; CHR* ( 152) ; "qri eeektu" ; 

CHR$ ( 153) ; "CUSPIDS" 
640  PRINT  "  "  ; CHR*  (  154 )  ;  "xyeeeeez  £ " ; 

CHR* ( 155) ; "BICUSPIDS" 
650  PRINT  "  " ; CHR* (156) ; " I t , >e" ; CHR* 

< 136) &CHR*  (137)  &CHR^  C 138)  ;  "eC,  > " 

;CHR*(127>S.CHR$(157) 
660  PRINT  "  e" ; A$; CHR$  (  139)  ;  " 

^3  SPACES> " ; CHRS (140) ; B* ; "e" ; "MO 

LARS" 
670  PRINT  "  e" ; A*; CHR$ ( 141 > ; " 

<3  SPACES}" ;CHR$C142);B*;"e" 
680  PRINT  "   " ; D$: CHRS ( 143) ; " 

{3  SPACES}";CHR*(144);D* 
690  PRINT  "  eee{5  SPACES} eee ":: : 
700  GOSUB  1160 

710  CALL  HCHAR (23, 16, 32, 13) 
720  CALL  HCHAR ( 10, 10, 32, 18) 
730  CALL  HCHAR ( 12, 13, 32, 18) 
740  CALL  HCHAR ( 14, 15, 32, 7> 
750  CALL  HCHAR ( 15, 15, 32,9) 
760  CALL  HCHAR ( 17, 15, 32, 6> 
770  PRINT  TAB<8);"NAME  THE  TEETH":: 
780  FOR  C=l  TO  b 
790  RANDOMIZE 
800  I=INT(5tRND+l) 
810  IF  W*(I>=""  THEN  800 
820  PRINT  TAB (9) ; C; W$ ( I ) 
830  A(I)=C 
840  W*(I)="" 
850  NEXT  C 
860  FOR  C=l  TO  5 

870  I=INT (StRND^l ) 

880  IF  A(I)=0  THEN  870 

890  CALL  KEY(0,K,S) 

900  CALL  COLOR ( 1+8, 6, 10) 

910  CALL  COLOR ( 1+8, 16, 10) 

920  IF  S< 1  THEN  890 

930  IF   CK<49) + (K>53) THEN  890 

940  CALL  HCHAR ( 18+K-48, 1 1 ,62) 

950  IF  K-4e=A ( I) THEN  1000 

960  CALL  SOUND ( 150, 330,0) 

970  CALL  SOUND ( 150, 262,0) 

980  CALL  VCHAR C 19, 1 1 , 32,5) 

990  BOTO  890 

1000  CALL  SOUND ( 150, 262,0) 

1010  CALL  SOUND ( 150, 330,0) 

1020  CALL  SOUND (150, 392,0) 

1030  CALL  SOUND (200, 523,0) 

1040  CALL  VCHAR ( 19,  1  1,32,5) 

1050  A(I)=0 

1060  NEXT  C 

1070  PRINT  ::"TRY  ABAIN?  (Y/N)" 

1080  CALL  KEY<0,K,S) 

1090  IF  K=78  THEN  1200 

1100  IF  K<>89  THEN  1080 

1110  FOR  C=l  TO  5 

1  120  W*  (C>  =^N*  (C) 

1 130  NEXT  C 

1140  BOTO  580 

1150  STOP 

1160  PRINT  TAB ( 14) ; "PRESS  <ENTER>" 

1170  CALL  KEY(0,K,S) 

1180  IF  K<>13  THEN  1170 

1190  RETURN 

1200  CALL  CLEAR 

1210  END  t 


COMPUTE!  Books 


July  1983    COMPUTE!    199 


Atari  Sound 
Experimenter 


Matt  Giwer 


If  you've  wanted  more  control  over  your  Atari's  sound, 
here's  a  solution.  You  can  use  this  program  to  experi- 
ment, to  add  sound  to  other  programs  (via  the  SOUND 
or  POKE  instructions),  and  to  govern  all  four  voices 
and  all  aspects  of  special  effects. 


Sound  is  one  of  the  most  important  capabilities  of 
the  Atari  computer.  Not  only  does  it  permit  four- 
part  harmony  if  you  are  so  inclined,  but  sound  is 
an  essential  ingredient  in  games.  It  transports 
you  into  the  world  of  the  game,  filling  your  ears 
with  the  sound  of  a  laser  cannon,  letting  you  hear 
force  shields  as  they  collapse  around  you. 

Unfortunately,  the  sound  commands  are 
among  the  most  difficult  to  experiment  with.  The 
SOUND  instruction  can  sometimes  be  clumsy 
and  inconvenient;  for  one  thing,  the  sounds  stay 
on  until  you  turn  them  off  with  another  SOUND 
instruction.  Also,  you  can't  achieve  the  full  range 
of  sound  with  the  BASIC  instruction,  since  using 
it  changes  any  settings  in  AUDCTL  (the  register 
which  controls  sound  effects). 

Sound  control  is  a  complicated  matter,  and 
simple  programs  cannot  offer  you  complete  con- 
trol over  the  sounds.  Joysticks  couldn't  govern 
four  channels  with  nine  registers. 

This  program  takes  a  little  practice  to  get  used 
to,  but  it  permits  total  control  over  all  sound 
registers  plus  AUDCTL,  turns  the  channels  on 
individually,  and  shuts  them  all  off  at  once  when 
you  need  silence.  When  you  are  satisfied  with  the 
sounds,  you  can  display  the  appropriate  BASIC 
statements  in  either  the  POKE  or  the  SOUND 
format. 

An  Overview 

Let's  first  briefly  summarize  the  Atari  sound  sys- 
tem. (For  complete  details,  see  the  Atari  Personal 
Computer  System  Hardware  Manual,  pages  111.12 
through  IIL14.)  There  are  four  independent  sound 
channels  whose  distortion,  frequency,  and  vol- 
ume can  be  independently  controlled.  These  are 
addressed  by  the  SOUND  instruction  with  the 
numbers  0  through  3.  The  Hardware  Manual  refers 

200     COMPUTE!    July  1983 


to  them  as  1  through  4.  The  sound  data  can  be 
independently  POKEd  into  registers  33760 
through  53767.  The  odd  numbers  control  volume 
and  distortion,  and  the  even  numbers  control  the 
frequency.  Register  53768  is  AUDCTL,  which 
controls  all  of  the  sound  channels  in  one  way  or 
another.  If  you  use  the  BASIC  SOUND  instruction, 
any  changes  you  may  have  made  to  AUDCTL  are 
reset  -  AUDCTL  is  set  to  zero.  Thus  you  do  not 
have  full  control  of  the  sounds  with  the  SOUND 
instruction. 

This  program  attempts  to  give  you  easy  con- 
trol overall  of  these  parameters.  Compromises  to 
reduce  complexity  have  been  made  in  favor  of  the 
notation  and  numbers  used  in  the  SOUND  in- 
struction. Thus  you  may  use  the  BASIC  Reference 
Manual  for  further  information. 


AUDCTL  (REG)ISTER  4 

9  BIT  POLY:  (B7>: 
clock  Ch.O  w/1.79  MHz:  (B6): 
clock  Ch.2  w/1.79  MHz:  (B5): 
clock  Ch,l   w/Ch.O:  (B4): 
clock  Ch.3  w/Ch.2:  (B3): 
clock  Ch.O  w/Ch.2  HiP:  (B2): 
clock  Ch.l  w/Ch.3  HiP:  (Bl): 
15  kHz:  (BO- 
SOUND  (REOrSTER  0 
(DIS)TORTION: 
(FRE)QUENCY: 
FORCE  OUTPUT: 
(VOL)UME: 
X: 

D:     ?■ 

REG  DIS  ERE  FRC  VOL 
OFF  CH 
PDIS      SDIS 
POKE    53761,  168 
POKE    53763,  0 
POKE    53765,  0 
POKE    53767,  0 


0 
0 
0 
0 
0 
0 
0 
0 

10 

100 

0 

8 


POKE  53768, 
POKE  53760, 
POKE  53762, 
POKE  53764, 
POKE  53766, 


0 
TOO 

0 
0 
0 


The  figure  shows  the  display  that  you  will 
see  upon  RUNning  and  entering  the  commands. 
The  first  eight  lines,  numbered  B7  through  BO, 
are  the  bits  in  the  AUDCTL  Register.  To  change 
bit  seven  to  1,  type  B7  and  RETURN.  To  change  it 
back  to  zero,  type  B7  and  RETURN  again.  These 


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without  notice, 


are  technical  changes  that  give  no  indication  of 
what  the  new  sound  will  be  like.  Experimentation 
is  best.  Suffice  it  to  say  that  using  Bl  through  B4 
turns  on  both  of  the  sound  channels  associated 
with  bit  seven. 

To  discuss  the  next  five  lines  of  the  figure, 
we  have  to  jump  down  to  the  lines  labeled  D:  and 
X:,  There  are  two  types  of  entries  to  make  to  this 
program,  those  which  are  purely  commands  and 
those  which  require  numbers.  If  you  need  to  enter 
a  number,  enter  the  number  first  and  push  RE- 
TURN. If  it  is  a  pure  command,  simply  enter  the 
command  and  RETURN.  If  you  wish  to  work  with 
sound  channel  zero,  type  the  following  sequence: 
0,  RETURN,  REG,  RETURN.  A  0  will  appear  after 
SOUND  (REG)ISTER  on  the  display.  For  a  pure 
tone,  type  10,  RETURN,  DIS,  RETURN,  and  a  10 
will  appear  after  (DIS)TORTION:.  Similarly,  100, 
RETURN,  ERE,  RETURN,  and  8,  RETURN,  VOL, 
RETURN,  will  complete  this  part  of  the  display. 

To  hear  this  sound,  type  0,  RETURN,  CH, 
RETURN,  and  to  turn  it  off,  type  OFF,  RETURN. 
To  see  the  POKE  values  for  this  sound,  type  PDIS, 
RETURN,  and  the  list  of  nine  POKEs  will  appear 
on  the  screen.  Copy  these  POKEs  into  your  pro- 
gram, and  you  will  duplicate  the  sound  that  you 
hear.  The  top  right  POKE  is  AUDCTL.  The  next 
four  rows  are  channels  0  through  3  -  the  left  col- 
umn is  the  distortion  and  volume,  and  the  right  is 
the  frequency  for  each  channel. 

If  AUDCTL  is  0  -  which  is  the  same  as  bits  BO 
through  B7  being  all  0  -  then  the  SOUND  instruc- 
tion maybe  used.  To  see  the  SOUND  instructions, 
type  SDIS,  RETURN,  and  the  POKEs  will  be  re- 
placed with  SOUNDS. 

The  "force"  output  is  in  the  odd-numbered 
POKE  registers  and  produces  a  click  from  the  TV. 
It  is  turned  off  and  on  by  use  of  FRC,  RETURN.  If 
you  have  set  any  of  the  AUDCTL  bits,  you  must 
use  the  POKEs  to  duplicate  the  sounds.  The  sound 
channels  must  be  turned  on  individually  by  the 
CH  command.  OFF  turns  off  all  channels.  If  you 
make  a  change  and  want  to  hear  it,  type  the  chan- 
nel number  and  CH  again.  This  may  seem  cum- 
bersome, but  otherwise  the  sounds  would  always 
be  on. 


Atari  Sound  Experimenter 


TO  5:S(J, I)= 


80  DIM  S(5,8) , XN« (50) 
90  FOR  1=0  TO  BsFOR  J=0 

0s  NEXT  J; NEXT  I 
100  RES=50005  DIS=5100:FRE  =  5200; FRC=5 

300:OFF=5400 
102  CLD=5900:CLX=A000: VOL=6100:POKAU 

D=6200: CH=6300: START=6400: REGDIS 

=6500:BUZZ=6600 
104  PDIS=6700  2SDIS=6B00:EDIS=6900 
1000  REM  DISPLAY 


1002 
1008 

1010 

1020 

1030 

104  0 

1050 

1060 

1070 

1080 

1090 

1100 

1110 

1  120 

1  126 

1128 
1130 
1140 

1150 
1160 
1500 
2000 
2008 
2010 

2020 
2030 
2040 
2042 
2044 
2046 
2048 
2049 
2058 
2060 

2061 

2062 

2063 

2064 

2065 

2066 

2067 

2070 

2072 


GRAPHICS  0=PaKE  752,1 

POSITION  2,0:?  "AUDCTL  <REG)IST 

ER  4" 

POSITION  2,1:? 

POLYs (B7) : " 
POSITION  2,2:? 
79  MHz: <B6) : " 
POSITION  2,5 
79  MHz  =  (B5)  :  "' 
POSITION  2,4:?  "C4  SPACES>clock 

Ch- 1  w/Ch-0: (B4> : " 
POSITION  2,5:?  " C4  SPACES>clock 

: (B3) : " 

:?  "clack  Ch -  0  w/Ch 


"Cll  SPAC£S>9  BIT 


'clock  Ch-0  w/1. 


?  "clock  Ch.2  w/l 


'clock  Ch . 1  w/Ch 


<:i5  SPACES>15  kH 


"<:5  SPACES>SaUND 


"<6  SPACES> (DIB 


t7  SPACES> (PRE 


"^6  SPACES>FQRC 


^10  SPACES> (VOL 


X  :  " 
?  -  D  :  " 
?  "RE6  DIS  FRE  FR 


Ch.3  w/Ch. 2: 
POSITION  2,6: 
-2  HiP:  (B2)  :  ** 
POSITION  2,7: 
.3  HiP: (Bl) : " 
POSITION  2,8: 
z : (B0> : " 
POSITION  2,9: 

(REG) ISTER" 
POSITION  2, 10: ? 
yTORTION: " 
POSITION  2,11:? 
)QUENCY: " 
POSITION  2, 12: ? 
E  OUTPUT: " 
POSITION  2, 13: ? 
)UME: " 

POSITION  2, 14: ? 
POSITION  2,15:? 
POSITION  2, 16: 
C  VOL" 

POSITION  2,17:?  "OFF  CH*' 
POSITION  2,18:?  "PDIS  SDIS" 
GOSUB  START 
REM  JUMP  TABLE 
FOR  ZZZ=1  TO  2  STEP  0 
POSITION  5,15:P0KE  752,0: INPUT 
IN*:POKE  752, 1 

TRAP  2040: A=VAL ( IN*) ; TRAP  40000 
POSITION  5,14:?  A:GOSUB  CLD 
IF  IN*="REG"  THEN  GOSUB  REG 
IF  IN*="DIS"  THEN  GOSUB  DIS 
IF  INt="FRE"  THEN  GOSUB  FRE 
IF  IN*="FRC"  THEN  GOSUB  FRC 
IF  IN*="OFF"  THEN  GOSUB  OFF 
IF  IN*=*'CH"  THEN  GOSUB  CH 
IF  IN*="VOL"  THEN  GOSUB  VOL 
IF  IN*="B7"  THEN  S(4,7>=  NOT  (S 
(4,7) ): POSITION  30,1:?  S(4,7>:G 
OSUe  CLD 

IF  IN*="B6"  THEN  S(4,6>=  NOT  (S 
(4,6) ): POSITION  30,2:?  S(4,6):6 
OSUB  CLD 

IF  IN$="B5"  THEN  3(4, S>=  NOT  (S 
(4,5) > :PQSITION  30,3:?  S(4,5):G 
OSUB  CLD 

IF  IN*="B4"  THEN  S(4,4)=  NOT  (S 
(4,4) > :POSITION  30,4:?  S(4,4>:G 
OSUB  CLD 

IF  IN*="B3"  THEN  S(4,3)=  NOT  (S 
(4,3> > :POSITION  30,5:?  S(4,3):G 
OSUB  CLD 

IF  IN«="B2"  THEN  8(4,2)=  NOT  (S 
(4,2) > :POSITION  30,6:?  S(4,2):G 
OSUB  CLD 

IF  IN*="B1"  THEN  S(4,l)=  NOT  (S 
<4, 1) ) sPOSITION  30,7=7  S(4,1):G 
OSUB  CLD 

IF  IN*="B0"  THEN  S(4,0)=  NOT  (S 
(4,0) ) :POSITION  30,8:?  S(4,0):G 
OSUB  CLD 

IF  IN*="PDIS"  THEN  GOSUB  PDIS 
IF  IN*="SDIS"  THEN  GOSUB  SDIS 


202    COMPUTE!    July  1983 


2980 
2989 
2990 
5000 
5010 
5020 

5030 
5040 
5088 
5090 
5100 
5110 

51  12 

5120 
5121 
5122 
5123 
5124 
5125 
5126 
5127 
5130 
5140 
5170 
5180 
5190 
5200 
5210 
5218 
5220 
5230 
5280 
5290 
5300 
5310 
5320 
5330 
5340 
5350 
5380 
5390 
5400 
5410 

5480 
5490 
5900 
5910 
5990 
6000 
6010 

6090 
6100 
6110 

6120 
6122 
6130 
6180 
6190 
6200 
6208 
6210 
6211 
6212 
6213 
6214 
6215 
6216 
6217 
6220 
6290 


IF  FAIL=1  THEN  BOSUB  BUZZ 

FAIL=0 

NEXT  ZZZ 

REM  REB  REGISTER  SET 

IF  A<0  OR  A>3  THEN  FAIL=1 

IF  A>0  OR  A<4  THEN  POSITION  24, 

9:?  A 

C=A:REM  SCC,B> 

GOSUB  REBDIS 

60SUB  CLD: GOSUB  CLX 

RETURN 

REM  DIS  DISTORTION  LEVEL 

IF  A<0  OR  A>14  THEN  FAIL=1:G0T0 

5180 
IF  INT (A/2) -A/2< >0  THEN  FAIL=1; 
GOTO  5180 
IF  A=0  THEN  D1=0 
IF  A=2  THEN  Dl=32 
IF  A=4  THEN  Dl=64 
IF  A=6  THEN  Dl=96 
IF  A=8  THEN  Dl=128 
IF  A=10  THEN  Dl=160 
IF  A=12  THEN  01=192 
IF  A=14  THEN  01=224 
POSITION  21,10:?  A 
S(C, 1 )=D1 :S(C,5) =A 
S(C,8) =A 

GOSUB  CLD: GOSUB  CLX 
RETURN 

REM  FRE  FREQUENCY  STORE 
IF  A<0  OR  A>255  THEN  FAIL=1 
POSITION  21,11:?  "  <.B     SPACES:^" 
POSITION  21,11:?  A 
S (C, 2>  =A 

GOSUB  CLD:GOSUB  CLX 
RETURN 

REM  FRC   SET  FORCE  BIT 
IF  A=0  THEN  S<0,3)=  NOT  S(0,3J 
IF  A=l  THEN  S(l,3>=  NOT  S<1,3) 
IF  A=2  THEN  S(2,3>=  NOT  SC2,3> 
IF  A=3  THEN  S(3,3)=  NOT  SC3,3> 
POSITION  21,12:?  S<C,3) 
GOSUB  CLD 
RETURN 

REM  OFF  TURN  OFF  SOUND 
POKE  53761, 0:POKE  53763, 0:PaKE 
53765, 0: POKE  53767, 0 
GOSUB  CLD 
RETURN 

REM  CLD  CLEAR  D 
POSITION  5, 15: ? 
RETURN 
REM  CLX  CLEAR  X 


POS. 

"C20  SPACES>' 

POS- 


POSITION  5,14:7  "<:21  SPACES>'*:A  = 

0 

RETURN 

REM  VOL  VOLUME  SET 

IF  A<0  OR  A>15  THEN  FA1L=1:G0T0 

6180 
POSITION  21,13:?  "il2     SPACES>** 
POSITION  21 , 13; ?  A 
S  CC, 4) =A 

GOSUB  CLD: GOSUB  CLX 
RETURN 

REM  POKAUD  POKE  AUDCTL  VALUE 
SUM  =  0 

IF  S(4,0)=l  THEN  SUM=SUM+1 
IF  S(4,l)=l  THEN  SUM=SUM+2 
IF  S(4,2)=l  THEN  SUM=SUM+4 
IF  S(4,3>=1  THEN  SUM=SUM+8 
IF  S<4,4>=1  THEN  SUM=SUM+16 
IF  S<4,5)=1  THEN  SUM=SUM+32 
IF  S(4,6)=l  THEN  SUM=SUM+64 
IF  S(4,7)=l  THEN  SUM=SUM+128 
POKE  53768, SUM 
RETURN 


6300 
6310 
6320 

6322 

6324 

6326 

6380 

6390 
6400 
6410 

6490 
6500 
6505 
6506 
6510 
651  1 
6520 
6521 
6522 
6523 
6524 
6525 
6526 
6527 
6528 
6529 
6530 
6531 
6590 
6600 
6610 
6690 
6700 
6705 
6710 

6720 


6730 


6740 


6750 


6780 
6790 
6800 
6810 

6820 

6830 

6840 


REM  CH  TURN  ON  SOUND  CHANNELS 
GOSUB  POKAUD 

IF  A=0  THEN  POKE  53761 , S (0, 1 ) +S 
(0,4):PDKE  53760, S(0,2J 
IF  A=l  THEN  POKE  53763, S ( 1 , 1 ) +S 
(1,4): POKE  53762,5(1,2) 
IF  A=2  THEN  POKE  53765 , S (2, 1 ) +S 
(2,4): POKE  53764, S (2, 2) 
IF  A=3  THEN  POKE  53767, S (3, 1 ) +S 
(3,4);P0KE  53766,3(3,2) 
GOSUB  CLX: GOSUB  CLD: GOSUB  REGDI 
S 

RETURN 

REM  START   SET  UP 

FOR  1=1  TO  8:POSITION  30,1:?  "0 
":NEXT  I 
RETURN 
REM  REGDIS 
POSITION  21 
POSITION 
POSITION 
POSITION 
POSITION 
POSITION 

S(C, 1 )=224 

S(C, 1 )=192 

S(C, 1 )=160 

S(C, 1 )=128 

S(C, 1 ) =96 


21, 
21  . 
21, 
21, 
21, 


DISPLAY  OF  REGISTER 

12:?  "IZ     SPACES>" 
S(C, 3) 

*'<:6  SPACES>" 
sec, 2) 
"<6  SPACES>" 


I  ? 


12 

1  1 

11:? 

10:?  " 

10 

THEN 
THEN 
THEN 
THEN 
THEN 


S<C, 1 >=64  THEN 
S(C, 1 )=32  THEN 
THEN 
13:? 
13; 


7 
r? 


-14" 
"12" 
"10  " 
"8" 
"6" 

II  ^  H 
II  O  ■* 

7  "  0  " 

"<6  SPACES>' 

S(C,4) 


OF  POKE  DATA 


■POKE  53768, 


IF 

IF 

IF 

IF 

IF 

IF 

IF 

IF  S(C, 1)=0 

POSITION  21, 

POSITION  21, 

RETURN 

REM  BUZZ 

?  "CBELL>" 

RETURN 

REM  PDIS   DISPLAY 

GOSUB  EDIS 

POSITION  20, 18:? 

;SUM 

POSITION  2,19:?  "POKE  53761,   "; 

SC0, l)+5(0, 4) : POSITION  20,19;? 

"POKE  53760,   ";S(0,2) 

POSITION  2,20:?  "POKE  53763,  "; 

S(  1,  1 )+S( 1,4)  : POSITION  20,20:? 

"POKE  53762,   ";S(1,2) 

POSITION  2,21:?  "POKE  53765,   "; 

S(2, 1)+S(2,4) :POSITION  20,21:? 

"POKE  53764,   ";S(2,2) 

POSITION  2,22:?  "POKE  53767,   "; 

S(3, 1 )+S(3,4) rPOSITION  20,22:? 

"POKE  53766,   ";S(3,2) 

GOSUB  CLD 

RETURN 

REM  SDIS   DISPLAY  OF  SOUND  DATA 

POSITION  2,19:?  "SOUND  0,   "jSC0 

,  2 )  ;  •*  ,   "  ;  S  (  0  ,  8  )  ;  "  ,   "  ;  S  ( 0  ,  4  ) 

POSITION  2,20:? 

,2) ; ",   ";S(1,8) ; 

POSITION  2,21:? 

,2);%  ";S(2,8); 

POSITION  2,22:? 

,2); %  ";S<3,8); 


*SOUND  1,   ";S(1 
\      ";S(1,4) 
•SOUND  2,  ";SC2 
',   ";S(2,4) 
"SOUND  3, 
"  ,   "  ;  S  (  3  ,  4  ) 


'  ;  S  ( 3 


6880  GOSUB  CLD 

6890  RETURN 

6900  REM  EDIS   ERASE 

PDIS 

ScSDIS 

6910  POSITION  20,18:?  "<:i8  SPACES? 

6920  POSITION  2,19:? 

"C35 

SPACES>» 

6930  POSITION  2,20:? 

"<35 

SPACES!" 

6940  POSITION  2,21:? 

"C35 

SPACES>" 

6950  POSITION  2,22:? 

"€35 

SPACES>" 

6990  RETURN 

31990  END 

32000  SAVE  ''D2:  SOUND. 

DEV" 

/•^^S3  COMPUTC!  203 


Commodore 
REM  Revealed 


John  L  Darling 


Did  you  knou)  that  you  can  preveftt  someone  from  easily 
listing  your  program?  This  is  one  of  several  hidden 
secrets  of  the  REM  statement.  Did  you  ever  try  putting 
shifted  or  reverse  video  characters  behind  a  REM?  The 
results  you  get  when  you  LIST  may  come  as  a  surprise. 
Try  these  experiments  to  learn  about  the  tricks  you 
can  play  with  REMs.  For  VIC,  64,  and  all  PET/CBM 
models. 


There  are  quite  a  few  hidden  surprises  in  the  REM 
statement.  Many  are  just  plain  fun,  but  a  few  can 
be  put  to  good  use.  Let's  go  exploring. 

The  REM  statement  was  designed  to  provide 
a  way  to  add  remarks  or  comments  in  a  program. 
During  execution  of  the  program,  all  the  characters 
on  a  line  following  the  REM  are  ignored.  Thus, 
the  only  time  the  remarks  are  seen  is  when  the 
program  is  LISTed. 

Also  note  that,  for  program  operation,  it 
doesn't  make  any  difference  whether  the  charac- 
ters following  the  REM  are  enclosed  in  quote 
marks  or  not,  but  it  sure  can  change  the  results 
you  get  when  you  LIST  the  program.  First,  let's 
look  at  the  REM  when  quotes  are  not  used.  The 
results  you  get  when  the  program  is  LISTed  will 
be  determined  by  the  following  rules: 

1.  Non-shifted  characters  appear  as  typed  in. 

2.  Shifted  characters  are  converted  to  BASIC 
commands  if  the  ASCII  code  for  the  character 
is  equivalent  to  a  BASIC  command  token. 

3.  Reverse  fields  are  stripped  from  any 
character. 

Before  we  examine  these  rules,  you  may  want 
to  put  your  computer  into  lowercase  mode  by 
typing  POKE  59468,14  on  the  PET/CBM  or  by 
hitting  shift-Commodore  key  on  the  VIC  and  64. 
It  is  easier  to  discuss  upper-  and  lowercase  letters 
than  it  is  to  describe  graphic  symbols.  Reverse 
video  characters  are  produced  by  pressing  the 
RVS  key  and  then  the  character.  The  OFF  key 
gets  you  out  of  reverse  video.  (On  the  VIC  and 

204    COMPUn!     Jill*'* 


64,  the  RVS  ON  and  RVS  OFF  keys  are  CTRL-9 
and  CTRL-0.) 

To  illustrate  these  rules,  type  in  the  following 
four  lines  and  then  LIST. 

10    rem   a   b   c   d   e    f 

20    rem  A   B   C    D    E    F 

30  rem  {RVS}a  b  c  d  e  f{OFF} 

40  rem  {RVS)A  B  C  D  E  fIoFF} 

list 

10  rem  a  b  c  d  e  f 

20  rem  atn  peek  len  siir$  vai  asc 

30  rem  a  b  c  d  e  f 

40    rem  acn  peek   len    str$    val   asc 

Line  10  demonstrates  Rule  L  All  the  charac- 
ters are  LISTed  just  as  they  were  entered.  This  is 
the  normal  effect  that  we're  all  used  to. 

Line  20  doesn't  look  much  like  the  original, 
does  it?  It  illustrates  Rule  2:  the  shifted  letters  are 
interpreted  as  BASIC  command  tokens. 

Lines  30  and  40  show  Rule  3  in  action.  They 
look  just  like  lines  10  and  20  because  the  reverse 
field  was  stripped  when  the  lines  were  entered. 

List  Blocking 

Now  we  get  to  the  question  of  how  to  prevent 
someone  from  easily  LISTing  your  program.  Let's 
examine  Rule  2  a  little  more  closely.  Certain  char- 
acters become  "tokens"  which  cause  unusual 
effects.  One  will  cause  the  LIST  operation  to  ter- 
minate with  a  "syntax  error"  message  when  it  is 
encountered.  These  tokens  are  equivalent  to  a 
shifted-L  on  the  VIC,  64,  Original  and  Upgrade 
PETs.  In  BASIC  4.0  this  character  is  the  shifted-[. 
This  can  be  verified  by  the  following  line. 

VIC  64,  PET  Original/Upgrade         BASIC  4.0 
10  rem  L  10  rem  [ 

When  you  attempt  to  list  the  line,  the  result 
will  be: 

10  rem 
?syntax  error 
ready. 


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VIC-20'-.  COMMODORE^",  COMMODORE  64'",  and  CBM-  are  trademarks  of  Commodore  Business  Machines.  Inc. 


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L 


For  newer  CBM  models  with  the  "business 
style"  (nongraphics)  keyboard,  the  shifted-[  is  not 
directly  available  from  the  keyboard.  The  "["  and 
"shift-["  appear  to  the  computer  as  the  same 
character.  You  can  get  around  this  by  typing  the 
following  line  in  direct  mode  (without  a  line 
number): 

print  "10  rem  "chr$(219) 

When  you  hit  RETURN,  the  program  line  should 
appear.  (The  chr$(2I9)  will  produce  a  graphics 
character.)  Position  the  cursor  on  this  line  and  hit 
RETURN. 

Up  to  now,  it's  just  been  fun,  but  there  is  a 
reason  you  might  want  to  use  this  line.  If  this 
special  REM  line  is  the  first  line  in  a  program,  it 
prevents  a  normal  LlSTing,  Let's  assume  that  the 
first  line  in  a  large  program  is  line  100.  Inserting 
this  special  REM  line  ahead  of  the  program  causes 
the  LIST  operation  to  terminate  as  soon  as  it  en- 
counters the  special  shifted  character.  However, 
LIST  100-  will  allow  the  program  to  be  displayed 
normally. 

Consider  the  following  situation.  A  quiz  pro- 
gram has  the  answers  in  DATA  statements  at  the 
end  of  the  program  listing.  Inserting  the  special 
REM  line  just  ahead  of  these  DATA  statements 
will  prevent  the  answers  from  being  displayed 
during  a  LIST.  Don't  forget  that  REM  statements 
are  ignored  during  program  execution,  so  they 
won't  affect  the  actual  program  operation. 

Quote  Mode 

Now,  let's  examine  the  quote  mode.  A  new  set  of 
rules  applies  when  the  REM  characters  are  en- 
closed in  quotes: 

1.  Shifted  and  non-shifted  characters  LIST  as 
they  were  typed  in. 

2.  Reverse  video  characters  are  preserved 
when  inside  quotes  (they  are  not  stripped,  as 
is  the  case  in  the  non-quote  mode). 

3.  Some  reverse  video  characters  and  combi- 
nations of  characters  behave  as  print  control 
commands  when  LISTed. 

Rules  1  and  2  produce  results  that  you  would 
normally  expect  during  the  LIST  operation.  They 
LIST  exactly  as  typed  in.  No  examples  are  pro- 
vided for  these  rules,  but  try  a  few  experiments  to 
verify  this  for  yourself. 

Here  are  some  interesting  examples  of  Rule  3 
in  action.  (The  comments  in  brackets  are  the  re- 
sultant action  produced  during  LIST.) 

Note:  A  dot  matrix  printer  was  used  to  list  the 
examples  with  reverse  video  characters, 
rem     "O  CdeleteJ 

rem     "O  Cinsert3 

rem     "T  C ret urn  3 

rem     "E  Cshi^ted     returnJ     =    * 

rem     " CE  *     +     C home  3 

rem     ^'Ea  *     +     Cclear     screen! 

206    COMPUTE!    July  1983 


rem  "GET  *  +  Ccursor  dawn3 

rem  "  CE  *  +  Ccursor  up] 

rem  "  KH  *  -*-  Ccursor  rightl 

rem  "  Sll  »  +  Ccursor  left} 

When  these  characters  are  inside  a  REM" 
statement,  strange  things  are  going  to  happen. 

To  enter  the  following  tests,  first  type  the 
line  number,  the  REM,  the  quote  symbol,  and 
then  RETURN.  Next,  edit  the  line  by  positioning 
the  cursor  past  the  quote  mark,  press  the  "RVS'' 
key  and  then  the  letters.  This  allows  you  to  put 
the  reverse  video  characters  on  the  screen  line, 

10     rem"  help      *  SSXi 

1  ist 

10     r  e  m " h  e 
ready  - 

The  four  reverse  "t"  characters  achieve  the  same 
thing  that  would  occur  if  the  DEL  key  was  pressed 
during  an  edit  operation,  deleting  the  last  four 
characters.  Adding  more  reverse  "t"  characters 
(15  total)  on  the  test  line  will  cause  the  entire  line 
to  disappear  after  it  is  LISTed  on  the  screen. 

Notice  that  many  of  the  cursor  controls  shown 
require  the  "M"  (shifted  RETURN)  character  to 
be  the  first  character.  This  is  important,  for  without 
the  "shifted  return"  most  of  the  cursor  controls  or 
special  control  codes  will  not  be  executed.  As 
soon  as  this  character  is  encountered,  a  shifted 
RETURN  will  be  generated.  All  characters  fol- 
lowing the  shifted-M  will  be  printed  as  if  they 
were  in  a  PRINT  statement,  rather  than  in  a  REM. 
Consequently,  if  any  of  these  characters  are  cursor 
controls,  they  will  produce  a  cursor  control  action 
as  i  f  they  were  inside  the  quotes  following  a  PRINT 
statement. 

If  the  reverse  /'s  in  the  previous  example  were 
replaced  with  reverse  "MS"  characters,  then  the 
LIST  operation  would  list  that  line  up  to  the  1  and 
then  the  cursor  will  go  to  the  top  of  screen  since 
"MS"  is  interpreted  as  a  HOME  command.  If  this 
was  listed  to  a  Commodore  printer  and  the  paging 
mode  was  on,  the  printer  would  eject  a  page  after 
LlSTing  that  line. 

A  Program  Within  A  Program 

Let's  try  one  final  example  to  illustrate  how  the 
reverse  field  shifted-M  works  in  combination  with 
other  characters.  To  avoid  errors,  here  is  a  com- 
plete key  sequence  that  will  produce  the  following 
line: 

1,0, SPACE, R,E,M, ", ",DEL,RVS,SHIFT-M, 
SHIFT-S,Q,Q,Q,Q,OFF,I,SPACE,T,H,I,N,K, 
SPACE  , I, SPACE, A, M, SPACERS, RVS,Q,OFF,I, 
RVS,Q,OFF,C,RVS,Q,OFF,K,RVS,S,OFF,  ", 
SHIFT-L 

(For  4.0  BASIC,  replace  the  final  SHIFT-L  with 
SHIFT"[.  For  "business  style"  keyboards,  use  the 
same  technique  as  in  the  preceding  example.  Use 
chr$(34)  in  place  of  the  quotes.) 


10    r e m " GaSinSili  think    i     am    s0i[^C3cE*'L 

Can  you  guess  the  results?  If  you  type  the  line 
correctly,  the  following  will  happen  after  you  LIST: 

1,  10  rem"  will  be  printed. 

2,  A  "clear  screen"  will  be  printed,  blanking 
the  screen  and  also  the  previous  10  rem"  . 

3,  Four  "cursor  downs"  will  be  printed. 
4-  The  nnessage  "I  think  I  am  sick"  will  be 
printed  with  the  I,  C,  K  characters  on  different 
lines. 

5.  A  "cursor-home"  will  occur. 

6-  "  '(cif  will  be  printed  on  the  top  line  followed 

by  a  "?syntax  error"  message  on  the  next 

line.  (Note  that  the  special  shifted  character 

is  no  longer  enclosed  in  quotes.) 

7.  Finally,  the  "ready"  message  will  appear 

with  the  cursor  above  the  "I  think  1  am  s" 

line. 

The  above  line  could  be  inserted  in  most  pro- 
grams, and  it  will  not  affect  the  program  execution 
performance  in  the  least.  You  just  can't  get  a  nor- 
mal LlSTing  c^f  the  program. 

There  are  a  lot  more  combinations  to  try, 
so  have  fun.  It's  like  having  a  program  inside 
another  program.  The  second  program  requires  a 
LIST  command  for  execution  instead  of  a  RUN 
command.  ^ 


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25       Atari  Gnphics  (Compute  11 

Rr^t  Book  of  AUri  11 
AFX  Soltwire 


21 5-822-7727 

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A  B  Computers 


WRITE  FOR  CATALOG.  Add  $1.50  per  order  for  United  Parcel, 
We  pay  balance  of  UPS  surface  shipping  cfiarges  on  all  prepaid  orders 
(add  extra  for  mail,  APO/FPO.  air).  Prices  include  cash  discount. 
Regular  prices  slighlly  higher.  Prices  subject  to  change. 


OAK  STAKD-C64,  VIC,  Apple.  Atari  29 

Beautiful  natural  solid  oak  two-level  stand.  Rests  on  table 
above  compulef.  Hfjids  disk  drives/cassette  decK  as  well  as 
your  monitOf/TV. 


KMMM  Pascal  for  PET/CBM/C64 


$85 


A  subset  Of  Standard  Pascal  with  extensions,  Includes  Machine 
Language  Pascal  Source  Editof.  Machir>e  Lartguage  P-Co<te 
Compiler,  P-Code  to  machine  language  translator  fof  optimized 
object  code,  Run-time  package,  Floating  Pmnt  capability,  User 
Manual.  ar»d  sample  programs. 
Requires  32K  Please  specify  configuration, 

EARL  for  PET  (disk  file  based]     $65 

Editor,  Asumbler  ReJocitif,  Unhir 

Generates  relocatable  object  code  using  MOS  Technology 

mnemonics  Disk  fiie  input  (can  edit  files  larger  than  manorv). 

RAM/ROM  for  PET/CBM 

4K  or  8K  bytes  of  soft  ROM  with  optional 
battery  backup. 

RAM-ROM  IS  compatible  with  any  large  keyboard  machine- 
Plugs  into  one  of  the  ROM  sockets  above  screen  memory  to 
give  you  switch  selected  write  protectable  RAM. 
Use  RAM/ROM  as  a  software  development  tool  to  store  data 
or  madiine  code  beyond  the  normal  BASIC  range.  Use  RAM/ 
ROM  to  load  a  ROM  image  where  you  have  possible  conflicts 
with  more  than  one  ROM  requiring  \\\e  same  sxket,  Possible 
applications  include  machine  language  sort  (such  as  SUPER- 
SORT),  universal  wedge,  Extramon,  etc. 
RAM/ROM  -  4K  J75 

RAM/ROM  -  8K  90 

Battery  Backup  Option  20 

SUBSORT  for  PET/CBM    $35 

Excellent  genefal  purpose  machi^ne  language^sort  routine.  _ 

THE  WHOLE  PET  CATALOG  $9 

A  two  year  320  page  compendium  of  the  Midnite  Software 
Gazette  for  ComrrKxtore  computer  usefs.  Contains  500  reviews 
of  commercial  products,  700  education  programs  (reviewed 
and  organized  by  course),  200  reviews  of  free  games,  info  on 
over  1 800  free  programs,  list  of  PET  and  VIC  user  groups,  and 
many  pages  of  helps  and  hints 

COMAL  Package  ror  CBM  $2S 

Includes  software  on  disk,  and  Comal  Handbook 


SuperGraphics  2.0 


NEW  Version  with  TURTLE  GRAPHICS 

SuperGrapfiics,  by  John  Fluharty,  pfovides  a  4K  machine 
language  extension  which  adds  35  till  featured  commands  to 
Commodore  BASIC  to  allow  fast  and  easy  plotting  and  man- 
ipulation of  graphics  on  the  PET/C  B  M  video  display,  as  well  as 
SOUND  Commands.  Animations  wtiich  previously  were  too 
slow  or  impossible  without  machine  language  subroutines 
now  can  te  programmed  directly  in  BASIC,  Move  blocks  {or 
rocketships,  etc )  or  entire  areas  of  the  screen  with  a  single, 
easy  to  use  BAStC  command,  Scroll  any  portion  of  the  screen 
up  down,  Jeft  or  right  Turn  on  or  off  any  of  the  4000  (8000  on 
8032)  screen  pwels  with  a  single  BASIC  command.  In  high 
resolution  mode,  draw  vertical,  horizontal,  and  diagonal  lines. 
Oraw  a  box,  fill  a  box,  and  move  it  around  on  the  screen  with 
easy  to  use  BASIC  commands.  Plot  curves  using  either  rec- 
tangular or  polar  co-ordinates  (great  for  Algebra,  Geometry 
and  Trig  classes,) 

The  S  OU  N  D  commands  allow  you  to  mil  iate  a  note  or  series 
of  notes  (or  even  several  songs)  from  BASIC,  and  then  play 
them  m  the  background  mode  without  interfering  with  your 
BASIC  program.  TTiis  allows  your  program  to  mn  at  full  speed 
with  simultaneous  graphics  and  music. 

Seven  new  TURTLE  commands  open  up  a  whole  new 
dimension  in  graphics  Place  the  TURTLE  anywhere  on  the 
screen,  set  his  DIRECTION,  turn  him  LEfH'  or  RIGHT,  move 
him  FORWARD,  raise  or  lower  his  plotting  pen,  evenHip  the 
pen  over  to  erase.  Turtle  commands  use  angles  measured  in 
degrees,  not  radians,  so  even  elementary  school  children  can 
CTeate  fantastic  graphic  displays, 
Specffy  machine  model  (and  size),  ROM  type  (BASIC  3  or  4) 
SuperGraphics  in  ROM(SA000or$9000)  $45 
\felurne  discounts  available  for  schools 


NEW 
VERSION  2 

now  for  C64 


fir  PET/CBM  Ctmpi^n 

F  LEX-F  HE  is  a  set  of  flexible,  friendly  programs  to  allow  you  to 
set  up  and  maintain  a  data  base.  Includes  versatile  Report 
Writer  and  Mai)  Label  routines,  and  documentation  for  pro- 
grammers to  use  Data  Base  routines  as  part  o!  otheT  pro- 
grams, 

RANDOM  ACCESS  DATA  BASE 
ReoQfd  size  limit  is  256  characteis.  The  number  of  records  pef 
disk  is  limited  onty  by  record  size  and  free  space  on  the  disk 
File  maintenance  lets  you  step  forward  or  backward  through  a 
file,  add,  delete,  or  change  a  recofd,  go  to  a  numbered  record,  or 
find  a  record  by  specified  field  (or  partial  field).  Field  lengths 
may  vary  to  allow  maximum  information  packing.  Both  sub- 
totals and  sorting  may  be  nested  up  to  5  fields  deep.  Any  field 
may  be  specified  as  a  key.  Sequential  file  input  and  output,  as 
well  as  file  output  in  WordPro  arKi  PaperMate  format  is  suppor- 
ted. Record  size,  fields  pef  record,  and  order  of  fields  may  be 
changed  easily. 
MAILING  LABELS 

Typical  mail  records  may  be  packed  3000  per  disk  on  B050 
(1400  in  4040).  Labels  may  be  printed  any  number  wide,  Ind 
may  begin  in  any  column  position.  There  is  no  limit  on  the  num- 
ber or  order  of  fields  on  a  label,  and  complete  record  selectkMi 
via  type  code  or  field  condition  is  supported. 

REPoar  WRiTEii 

Flexible  printing  format,  including  field  placemer t,  decimal 
justification  and  rounding.  Define  any  column  as  a  series  of 
math  or  trig  functions  performed  on  other  columns,  and  pass 
results  such  as  running  total  from  row  to  row  Totals,  nested 
subtotals,  and  averages  supported  Complete  record  selection, 
including  field  within  range,  pattern  match,  and  logical  func- 
tions can  be  specified, 

FLEX-FILE  2  by  Michaei  Riley       $110 

Please  Sf^cify  ej^ipfTient  configuratk)n_when  ordering. 

DISK  I.C.U.  $40 

Intensive  Cane  Unit  by  LC.  Car^ile 

COMPifTi  DISK  RECOVEHr  SYSTEM  FOR  CBM  DRIVES 

-  edit  disk  blocks  with  ease 

~  duplicate  disks,  skipping  over  bad  blocks 

-  complete  diagnostic  facilities 

-  unscratch  scratched  files 

-  check  and  correct  scrambled  files 

-  recover  tmproperly  closed  fifes 

-  extensive  treatment  of  relative  files 

-  optional  output  to  IEEE488  pfinter 

-  comprehensive  user  manual  (an  excellent  tutonal  on  disk 
ciperatk>n  and  theory) 

Furnished  on  copy-protected  disk  with  manual. 
Backup  disk  available,  $10  additional, 

PROGRAM  YOUR  OWN  EPROMS  $75 

Branding  Iron  EPROM  Programmer  for  PET/CBM  software  for 
all  ROM  versions  Includes  all  hardware  and  software  to  pro- 
gram or  copy  2716  and  2532  EPROMa 

P0RTMAKERDUALRS23ZSERIALP0RT    $63 

Two  ports  with  full  bipolar  FIS232  buffenng.  Baud  rates  from 
300  to  4800  For  PET/CBM,  AIM,  SYM, 

CBM  Softwtre 

BASIC  INTERPRETER  for  CBM  8Q96  $200 
PEDISK  If  Systems  from  cgri  Micmtecli  inifibl^ 
RLEX  IBM  3741/2  Diti  Exchange  Saltwire  iviilible, 
JINSAM  Dati  Bate  MinigemtDt  System  ior  CBM. 

COPY-WRITER  Word  ?mam  for  PET/CBM  $1 59 

CASH  MANAGEMENT  SYSTEM  $45 

Petspeed  BASIC  Compiler  120 

Integer  BASIC  Compiler  120 

C  MAR  Record  Handler  110 

UCS  D  Pascal  (without  board)  135 

Wordaaft  80  or  8096  265 

BPI  Accounting  Modules  280 

Professional  Tax  Prep  System  575 

ASERT  Data  Base  375 

Dow  Jones  Portfolio  M  anagement  1 1 0 

Assembler  Development  80 


FORTH  for  PET  now  for  C64 

BY  LC.  Cargile  and  Michael  Riley  $50 

Features  include: 

full  FIG  FORTH  model. 

all  FORTH  79  STANDARD  extensions. 

stnictured  6502  Assembler  with  nested  decision 
making  macros. 

full  screen  editing  (same  as  when  pfogramming  in 
BASIC). 

auto  repeat  key. 

sample  programs. 

standard  size  screens  (1 6  lines  by  54  chiaracters). 

150  screens  per  diskette  on  4040.  480  screens  on 
8050. 

atjility  to  read  and  write  BASIC  sequential  Tiles. 

introductory  manual 

reference  manual 
For  Commodore  64.  or  any  16K/ 32  K  PET/C  BMwitti  RDM  3  or 
4,  and  CBM  disk  drive.  Please  specify  configuratton  when 
ordering. 

MitaumpUer  f»r  FOHTH  $30 

Simple  metacompiler  for  creatif>g  compacted  object  code 
which  can  be  executed  independently  (without  FORTH 
system). 


PageMate 
60  COMMAND 

WORD 
PROCESSOR 

by  Michael  Riley 


OB  &B 


Papef-Mate  is  a  full-featured  word  processor  for  Com- 
modore computers.  Page-Mate  incocporates  60  commands  to 
give  you  full  screen  editing  with  graphics  (or  all  16K  or  32  K 
machirjes  (including  8032).  all  printers,  and  disk  or  tape  drives. 
Many  additional  features  are  available  (includirig  most  capa- 
bilities of  WordPro  3). 

Page-  Mate  functions  with  all  Commodore  machines  with  at 
least  16K,  with  any  printer,  and  either  cassette  or  disk 

To  order  Page- Mate,  please  specify  machine  and  RDM  type. 
Page-_Mate  (disk  or  tape)  for  PET  CBM,  VtC.  C64       $40 

SM-KIT  for  PET/CBM  $40 

Enhanced  ROM  based  utilities  for  BASIC  4,  Includes  both  pro- 
gramming_aids  and  disk  ^iatndli^ngj;omnfiandS-__ 

CoRitnodore  64 

Hiiibr'Kier-C«niniidare64  15 

-  authentic  naval  warfare  game  (complete  with  sonar) 
Submarine  Warfare  (Clockwork  Computers)  29 
WordPro  3+/64  75 
Var\illa  PILOT  with  Turtle  Graphics  27 

-  also  includes  sound,  Toolkit,  joystick  support 
Commodore  64  Programmer  Reference  Guide  1 6 
CCI  Submarine  Warfare  24 
Laser  Command  1 5 
EADLY  GAMES  fir  Young  Chlldnfl  25 
PETSPEED  Compiler  C64  120 
CALC  RESULT  Spritd  Sbed  PkIciib  1 35 
1000  Miles  (Mille  Bornes  Game  9 
MienClisi  19 
Adventure  (disk)  9 
Draw  Poker  5 
MAE  Assembler  -  C64  85 
Assembly  Language  Tutorial  -  C 64 /VIC  27 
Abacus  Software  in  stock 

Synthy-64  mustc  and  sound  synthesizer  26 

Tiny  BASIC  Compiler  17 

ScreenGraphics-64  adds  BASIC  Graphics  22 
VIctifv  Siftvirt  for  Conntdirt  64  ii  stack 

Adventure  Pack  I  (Victory  Software)  1 2 

Adventure  Pack  II  (Victory  Softwarel  12 

Annihilator  16 

Chomper  Man  1 6 

Educational  Pack  1  10 

Grave  Robbers  {Victory  Software)  1 2 

Kongo  Kong  16 

Strategy  Pack  f  16 

TREK  12 


215-822-7727 

252  Bethlehem  Pike 
Col  mar,  PA  1891 5 


A  B  Computers 


WRITE  FOR  CATALOG.  Add  SI. 50  per  order  for  United  Parcef 
We  pay  balance  of  UPS  surface  shipping  charges  on  all  prepatd  orders 
(add  extra  for  mail.  APO/FPO.  air)  Prices  include  cash  discount 
Regular  prices  slightly  higher  Prtces  subject  to  change, 


COMPUTEl's 
First  Book  Of  VIC 


Authors:  COMPUTE!  Magazine 

contributors 
Price:         SI  2.95 
On  Sale:    Now 


V  friiroducrion 


Robm  Lock 


■  ■  •  •  Michae/  S  Tomczyk 

Dorothy  KumrnHeder/Dav/dThornburg 


Chapter  One:  Getting  Started. 

3  The  Sto/y  Of  The  VfC 
il  Compurer  Genesis. 

From  Sticks  And  Srones  To  VfC 
20  Super  Ca/cularor 
24  Large  Aiphaber  .\".;."** J'm  ButertoS 

ttpT^^.^i?'''^   -■^- "*■*■" ^^^gFerguson 

-3V  Extended  Input  Devices  "  '  * " -■>....    Dawd  Ma/mbern 

Paddfes  And  The  Keyboard  ,,  ^    , 

46  Game  Paddles ,  ' ^'^^  Bassman  /  Salomon  Lederman 

Chapter  Two:  Diversionc     n„         -    David  Ma fmberg 

|9  The  .oysnc.  Conne^^on  Z"^^^^^^^  Education. 

f^^^P"    ^^eorMaze     P^^' t  Bupp / Stephen  P  Drop 

7S  Alphabenzer •"'-- ■•-■■.  Da v/d /?  M,zrier 

80  Count  The  Hearts  .    ■"' --■..- Jim  W., cox 

-  Chnsropher  J.  pfynn 


Finally,  it's  VIC's  turn! 

Users  of  other  popular  personal 
computers  have  been  enjoying  their 
COMPUTE!  Books:  COMPUTEl's 
First  Book  Of  PET/CBM,  Program- 
ming The  PET/CBM^  and  others. 

Now,  there's  a  book  devoted 
exclusively  to  the  Commodore  VIC- 
20""  Computer:  COMPUTETs  First 
Book  Of  VIC 

The  editors  of  COMPUTE! 

Magazine  -  the  leading  resource  for 
the  \/lC-20  -  gathered  together  the 
best  \/IC-20  articles  published  since 
the  summer  of  1981  and  added 
some  new  material.  The  result  is 
more  than  200  pages  of  valuable 
information  -  information  that  goes 
beyond  the  instruction  manuals.  In 
the  COMPUTE!  tradition,  it  is  care-    * 
fully  edited  io  be  easily  understood 
and  useful  for  beginners  and  experts 
alike. 

COMPUTEl's  First  Book  Of  VIC 
is  spiral-bound  to  lie  flat  and 
includes  ready-to-type  program 
listings  and  articles  such  as  'The 
Joystick  Connection:  Meteor  Maze/' 
"STARFIGHTS/'  'Train  Your  PET  To 
Run  VIC  Programs/'  "Renumber 
BASIC  Lines  The  Easy  Way  "  "High 
Resolution  Plotting/'  ''Custom  Char- 
acters For  The  VIC/'  "VIC  Memory  - 
The  Uncharted  Adventure/'  and  "A 
Simple  Monitor  For  The  VIC/' 

At  only  SI 2.95,  less  than  most 
computer  manuals,  COMPUTEl's  First  Book  Of  VIC 
is  among  the  best  resources  a  VIC  user  can  own. 

Available  at  computer  dealers  and  bookstores  nationwide.  To  order  directly  call  TOLL  FREE  800-334-0868, 
In  North  Carolina  call  9 1 9-275-9809.  Or  send  check  or  money  order  to  COMPUTE!  Books,  P.O.  Box  5406, 
Greensboro,  NC  27403. 

Add  S2  shipping  and  handling.  Outside  the  U.S.  add  $5  for  air  mail  S2  for  surface  mail.  All  orders  prepaid.  U.S.  funds  only. 
VIC-20  is  a  trademark  of  Commodore  Electronics  Limited 


97  Ji^^nYour  PET  To  Run  VIC  Programs ''^"'"^^ ''  McCmste, 

99User(npw... ^  LyfeJordan 

I03Amorr,ze  WayneKozun 

106Append ^mfha/Gl^^e^ 

109  Pnnt-ng  The  Screen    WayneKozun 

1 1  f  I  '^'  ^""f'J^ing  Quote  CD,  Lane 

11 5  Atonate  Screens    Charles  Brannon 

I IV  Timekeeping  Jim Butterfield 

125  Renumber  BASIC  Lines  The  Easy  U/av ^^'^''  Schleiffe, 

1  io  C'^'°™"'^  <■'"«■  Numbers  ^    ^^I^^rles  H,  Gould 

Z9  PutKng  The  Squeeze  On  Your  VIC-20- -'''^  ^''^^ 

141  aT^  ^^^  ^°'^  °"'  Of  5000  Bytes 

•*1  An  Easy  Way  To  Relocate  VIC  Proorami: ^'-^"'^V  '^  6e""i 

On  Other  Commodore  Computers 

Chapter  Four:  Color  And  Graphics  ''''''''' '°'' '^^'^--^ 

47  Kale,doscopeAndVar,at,ons      ^''^P'""' 

Iz.  ^'9^  fesolution  Plotting  Kenneth  Knox 

154  VIC  Color  Tips    "*.    PaulFSchal;- 

1  Aft         W/indow Charles  Brannon 

1 60  Custom  Characters  For  The  VIC Charles  Brannon 

Chapter  Five;  Maps  And  Speclfieation,  °'  "^ ''""'"' 

73  How  TO  use  The  65^0  Vrdeo  Inte^ffce  Ch^     " 
1 79  Browsing  The  VIC  Chip  ^  Dale  Gilbert 

llo  ]!'f  '^^'^°'y -  ^^"^  Uncharted  Adveniure n^virt  r.' "   '/.  ^"^  Butteffreld 

1 89  Memory  Map  Above  Page  Zero  ""      ^  ^^™" '  '^'^  f^^^l  Kleinett 

Chapter  Six:  Machine  Language.  '  "  ''"'  " 

1 95  TmMON  I :  A  Simple  Monitor  For  The  vTc 
202  Entering  TINYMON I  Directly  Into 
217  Inclex 


)  Your  \/iri>n    "'''^  Butterfield 

^°"'^'"°    Russell  Kavanagh 


HARMONY  VIDEO  &  COMPUTERS 

800-221-8927  J 


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VCR  PRICES  TOO  LOW  TO  PRINT! 


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check  or  money  order  only  to:  HARMONY  VIDEO  AND  ELECTRONICS,  2357  Coney  Island  Ave..  Brooklyn.  N.Y.  1 1223,  and 
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Ev''''<'ivyj»^^ja»^"l 


COMMODORE       ATARI      APPLE       TEXAS  INSTRUMENTS        EPSON 


July  1983    COMPUTE!    211 


VIC  MUSICIAN 


Blake  Wilson 


You  am  have  your  VIC  playing  a  son<^  iu  the  background 
while  some  other  BASIC  program  is  RUNning,  It  mill 

ez^eu  play  xvhile  you're  programming.  This  article  will 
also  show  you  hoiv  to  take  music  from  a  printed  score 
and  enter  it  into  your  VIC. 


I  have  always  believed  that  music  in  any  form 
was  above  my  head.  I  own  a  computer  retail  store, 
and  several  customers  have  asked  how  they  could 
produce  music  that  woulci  run  continuousli/,  with- 
out delays,  during  a  program.  My  wife  helped  me 
to  understand  just  what  all  those  incomprehen- 
sible symbols  on  a  piece  of  sheet  music  actually 
mean.  1  wanted  the  explanation  in  terms  that  I 
(and  VIC)  could  understand.  The  only  musical 
instrument  that  I  can  play  is  the  VIC.  Here's  her 
response: 


lines).  The  lower  set  is  often  for  harmony;  usually 
we  can  ignore  them. 

Compare  the  data  at  line  190  with  the  musical 
score  above.  Notice  that  the  first  item  is  duration. 
The  first  note  is  filled  in  and  has  a  shaft  and  one 
flag.  That  means  that  it  is  c\n  eighth  note  and  will 
be  played  for  15  jiffies.  The  next  data  item  repre- 
sents the  pitch  -  it  is  201  because  the  note  is  tangent 
to  the  lowest  line.  The  next  two  notes  are  the  same. 
The  fourth  note  is  open  and  has  a  shaft.  So  it  is 
a  half  note  and  gets  60  jiffies.  Since  that  note  is 
on  the  third  line,  its  pitch  is  'G'  =  215.  See  how 
it  works? 

Inspect  a  musical  score  and  write  data  for 
each  note,  first  duration  and  then  pitch.  Place  the 
data  in  the  program  to  replace  lines  190  through 
260.  The  actual  line  numbers  mean  nothing,  but 


Note  =  Pitch 


Beats/measure 


Measure 


Measure 


F  =232 

D  =228 

B  =223 

G  =215 

E  =207 

C  =195 


^^^ 

-J  9-4-,  J 

O 

0m} 

=#,^.= 

^             • 

'    0 

G 

=  235 

E 

=  231 

C 

=  225 

A 

=  219 

F 

=  209 

D 

=  201 

<?     or     p 

J    \ 

#     or     # 


V\  notc=l  beat  =  30  jiffies 


Whole  note  =  120  jiffies 
Half  note  =  60  jiffies 
Quarternote  =  30  jiffies 


/  „. 


F 
^ 


Don't  be  concerned  that  some  shafts  go  up 
and  some  down,  or  that  notes  may  be  joined  with 
arcs  or  bar-like  flags.  These  exist  only  to  confuse 
computer  people.  You  need  be  concerned  only 
with  the  duration  of  a  note  (filled  in  or  open, 
whether  it  has  a  shaft  or  not,  and  the  number  of 
bars  or  flags.  By  the  way,  a  dot  after  a  note  in- 
creases its  duration  by  50  percent)  and  its  pitch 
(as  determined  by  its  altitude  on  the  staff).  Any 
pitch  of  less  than  128  is  a  rest  or  silence. 

If  notes  are  stacked,  just  take  the  highest 
one.  There  are  generally  two  staffs  (groups  of 

212    COMPUTE!    July  1983 


Eighth  note  =  15  jiffies 
Sixteenth  =  7jiffies 
Whole  rest  =  120  jiffies 


^L^     Half  rest  =  60  jiffies 
^         Quarter  rest  =  30  jiffies 
7         Eighth  rest  =  15  jiffies 


the  first  71  data  items  representing  the  program 
must  come  first. 

The  program  is  limited  to  61  notes  due  lo  the 
size  of  the  cassette  buffer.  In  practice,  the  61 
notes  should  be  enough  for  most  programs.  1  use 
only  37  notes  in  the  sample  program.  If  your  crea- 
tion uses  fewer  than  61  notes,  end  your  data  with 
1,1 .  This  instructs  the  computer  to  replay  from 
the  first. 

Once  the  data  has  been  POKEd  into  the  buffer 
and  you've  done  a  SYS  to  830,  the  music  plays 
continuously  even  if  you  execute  NEW  or  write 


A.  Dataspan-50 

The  OaUspin-50  expansion  board  is  the  cornerstone  for 
expandino  the  VIC-20  to  its  maximum  capa&ihties.  it  is  ttre  most 
advanced,  yet  easiest  to  use  expansion  board  available.  Unlike 
other  expansion  boards,  the  Dataspan-50  has  thefollowing 
ticlwive  features 

•  5  slot  combination  rotiry  and  rocker  twitch  selectable 
expansion  boafd  conveniently  tonn  i\\  switching  needs  now 
and  in  the  tuture  without  using  common  hazardous  sfot-by- 
slot  power  switching 

•  Combination  switches  allow  total  contriH  between  computer 
cartridges  (memory  expansion,  Proqrammer's  Aid*,  Vic-Mon* 
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•  Dataspan-SO  allows  staclcmg  tjf  memory  cartfldges  up  to29K  in 
BASIC  and  40K  in  machine  la  nquage, 

•  Fully  buffered  hy  five  hi-tech.  Tow  power,  integrated  circuits 
that  help  erevent  erratic  operation  and  lost  ol  data  common  in 
typical  unbuffered  expansion  boards  and  isotates  theVIC"s* 
microprocessor  from  accidental  damage 

•  Highest  quality  circuit  board  with  gold  contacts  throughout 

•  Fused  !o  protect  the  VlC-20*  power  supply 

•  Master  reset  button  eliminates  turning  computer  otf  and  on, 

•  Independent  write-proteciion  on  two  sJots. 


Qataspan-SO  Kit 

Dataspan^  Assemtelwl , , S84J95 

(Suggested  Retail  Price  Assembled    S109-95) 

0.  Mottier  Switcher 

Now  make  any  bare  bones  expansion  board  fully  block 
selectable, 

•  Master  reset  button. 

•  Write  protection  switch. 

•  Cartridges  piggyback  on  Mother  Switcher. 

Mother  Switcher  Assembled  .....   SI  155 

(Suggested  Retail  Price    SI 7 95) 

Ktts  for  Experionced  BuitdBCS  only^ 

All  assembled  units  have  full  90-Oay  Linr^ited  Guarantee. 

'Trademark  Commodore  Bus.  Machines 

NOTES:  These  prices  are  effective  June  1. 1383  and  are  subject 
to  change  without  notice  All  kits  supplied  wEth  complete 
assembly  and  operattng  instnictlons. 


VIC-2Cr  OWNERS 

Expand  your  System  with  these 
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B.  Champagne  Memory  on  a  Beer  Budget 

Highest  quality  glass  epoKy  16K  memory  board  with  gofd  fingers 

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of  the  board 

OataRAM  _ 

at  Ban!  memory  board  IHAM/HOM) S13ig 

bj  Bare  memiMY  board  Kh S17  J5 

includes  all  com  portents  except  RAM/ROM  chfpa 

DatsfiAM  8  _ 

ci  Board  with  BK  HAM  -  Complete  Kit S34J5 

d|  Board  with  BK  RAM  Assembled S37J95 

(Suggested  Retail  Price  Assembled    S47J95J 

OataFiAM  16 

el  Board  with  I6K  RAM  -  Comptele  Kit S48J5 

t]  Boafd  with  16K  RAM  Assembled $54  J5 

(Suggested  Retail  Price  Assembled    S89S5) 

C,  Datablast-16 

Finally  a  low  cost,  high  quality  2716  EPROM  programmer  lor  the 
VIC-20'  Put  your  most  often  used  machine  language  programs 
into  EPROMs, 

•  Orvboard  25  volt  power  supply. 

•  Can  be  used  with  COMPUTE''s.  "Micromon"  or 
our  sottware  below 

•  Program/read  mode  switch 

•  We  suggest  you  use  the  EPROMs  with  our  DataRAM 
memory  board 

Dat3blast-16  ^ 

a]  Kit  with  low  cost  ZIF'  socket S49Ji 

bj  Asserrbled  with  Iow<os1  ZIF*  sock^ SS9J98 

(Suggested  Retail  Price  Assembled    S79.95) 

d  Kit  with  TextDo<  ZIF'  socket S55S5 

rf)  Assenibled  wllh  lextool  ZIF'  socket S81 35 

tSuggestedRetailPriceAssembled    S85.95) 

el  Sottwire  (or  OattblultB  (lapel $  9JS 

n  2716  EPROMs $  450 

Zero  insertion  force. 

TERMS:  No.  CO  0.  orders  Shipping  and  Handling  S3JD0. 
VISA^ MASTERCARD  -  Add  S'/l  Most  orders  shipped  within  4S 
hours.  (Personal  checks  ■  allow  2  weeks  ) 

Digital  Interface  Systems  Co. 

P.O.  Box  8715 

Portland,  OR  97207 

(503)  295-5890 


GB-2 

The  CB^  is  a  complete  hardware  and  software  package  tbal 
allows  you  to  easily  and  efficiently  make  a  backupcopy  of  your 
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UniQue  features: 

•  Allows  connection  for  one  or  two  Datasette*  recorders  (or 
equiva  lent).  Two  recorders  required  for  timpta  back-up  copies 

•  Exclusive  state-of-the-art  circuitry  lets  you  athjally  hear  and 
see  tape  data  being  loaded  or  saved 

•  Special  wave  shaping  circuitry  makes  a  back-up  copy  as 
good  or  better  ttian  the  original, 

•  cM's  Super  Btocksaver  software  and  interface  card  allow  you 
to  make  a  back-up  copy  of  your  cartridge  programs. 

3)  CB-2  Assembled $89j9S 

fSuggested  Retail  Price    S1 14.95) 
b]  Special  CB-Z  System  ^  ^ 

for  Datasflan-ZO/50  owners $79:95 

(Please  specify  which  model  when  orderfngl 

(Suggested  Retail  Price   S10495) 

E.  RAMraider 

•  Makes  your  3K  or  SuperemryJer'  cartridge  a  full  4K  RAM. 

•  Recaptures  your  RAM  for  BASIC  and  moves  it  into  Expansion 
memory  (lower  half  of  Blocks  1, 2,  or  3), 

BAWnider  Kit «4^ 

BAHratder  Assembled 5345$ 

RAMcharger 

•  Turn  your  Commodore  8K  cartridge  into  a  full  16K  cartridge, 

•  Full  block  switching  capabilities. 

•  Sockets  allow  future  EPROM  substitution. 

RAMcharger  Kit S2BJ95 

What  Makes  The  VIC  Tic? 

I  f  ¥0  u  think  co  mputer  ha  rd  ware  means  nuts  a  nd  bolts,  this  book 
is  lor  yout  Written  especially  for  the  beginner  by  VIC  enthusiasts . 

What  Makes  The  VIC  Tfc? S  7  J5 

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COMMODORE  64  SOFTWARE 


PARATROOPER  a  High  Resolution  game  that  doesn't  let  you  make  any 
I  mistakes.  You  are  in  your  command.  Helicopters  fill  the  sky.  (and  we  mean  fill 
I  the  sky!),  dropping  paratroopers.  Your  mission  is  to  keep  3  paratroopers  from 
I  hitting  the  ground  on  either  side  of  your  gun.  But  that's  just  the  beginning.  You 
[score  by  hitting  the  helicopters  or  the  paratroopers,  but  if  you  miss  a  shot  it 
I  subtracts  from  your  score.  Therefore,  you  must  make  every  shot  count  to 
I  make  a  high  score!  IT  HAS  FOUR  FAST  ACTION  LEVELS  TO  CHALLENGE 
I  THE  BEST  PLAYER,  The  High  Resolution  graphics  helicoptors  arc  fantastic 
I  They  look  exactly  like  helicopters!  The  paratroopers  are  super  realistic.  Their 
I  chutes  open  and  then  they  drift  down  to  earth.  If  this  weren't  enough  the 
1  sounds  are  fantastic.  There  are  helicopter  blades  whirring  and  you  can  hear  the 
ihowitzer  pumping  shells.  This  game  really  show  off  the  sound  and  graphic 
I  capabilities  of  your  VIC.  PARATROOPER  IS  OUR  #1  SELLING  ARCADE 
I  GAME,  you've  got  to  see  this  game  to  believe  it.  $19.95 

SPACE  PAK  Can  you  survive?  3  space  games  with  the  sights  and  sounds  of 
Ian  arcade.  The  excitement  builds  as  the  action  is  un-ending,  IBIast  away  at 
I  everything  in  sight.  The  alien  attacks  will  stop  at  nothing  to  destroy  you. 
I  Prepare  for  battle,  there  is  no  escape,  only  you  can  help.  Can  you  survive?  Hi- 
I  Res,  cobr,  graphics  and  sound.  Joystick  or  keyboard.  3  Games  —  Rockel 
I  Race,  Fence-A-Tron  and  Raiders.  $19.95 

COSMIC  CRUZER  Hot  action  and  3  challenging  scenarios.  Move  your 
I  cruzer  into  the  tunnel  ■  fire  missiles  and  drop  bombs.  Hit  the  fuel  dumps  to  get 
I  nrjore  fuel.  Move  as  quick  as  you  dare  to  hit  the  surface-to-air  missiles.  If  you  are 
I  good  enough  you  will  make  it  to  the  asteroidz  field  and  then  try  to  destroy  the 
[base.  No  one  has  destroyed  the  base  yet.  Will  you  be  the  first.  $19.95 

VIC  ALL  STARS  We  took  the  best  selling  VIC  programs  and  put  them  in  a 
I  package  to  save  you  $35.  If  purchased  seperately  it  would  cost  you  $85.  You  get 
I  Paratrooper,  Target  Command,  Head  On,  Cattle  Round-up,  Snake 
I  Out,  Trapper,  Double  Snake  Out  and  Artillerv-  All  eight  games  for  $49.95. 
I  Hurry  because  at  this  price  they  won't  last  long.  Limited  quantity.  8 
I  Games.  $49,95 


Let  the  COMPUTERMAT 
turn  }jour  64  into  a  home  arcade! 

COLOR  .  GRAPHICS  •  SOUND 
ON  CASSETTE 

(Disk  Versions  Available  —  Add  $5.^) 
MUSIC  MAKER  -  $19.^5    EDUCATION  PAK  -  $24.^^  | 

4  Programs 

Geography  Match 

Math  Adventure 

Ruler  &  Micro 


Put  sheet  music  notes 

into  your  64,  plays  3 

voices.  Program,  plus 

2  sample  songs. 


TREASURE  PAK  -  $14,^5 
3  Programs 

Adventure 
Caves  of  Silver 
Shuttle  Voyage 


GAME  PAK  -  $14.^5 
3  Programs 

Dragon  Chase 
Deflect 

Flip  It 


Joystick  and  Keifboard  versions  included. 


COMPUTERMAT 

Box  1664  .  Dept.  C  •  Lake  Havasu  City,  Az.  86403 
(602)  855-3357 


July  1983    COMPtlTEl    213 


another  program.  The  music  will  continue  until:        PrOQiam  ll  VIC  Musician 

1.  You  type  a  RUN/STOP  RESTORE 

2.  Attempt  to  use  the  cassette 

3.  Or  get  so  tired  of  it  that  you  shut  off  the  VIC. 

The  program  is  driven  by  the  hardware  inter- 
rupt. Each  jiffy  (1/60  of  a  second),  a  counter 
($033D  =  829)  is  reduced  by  one.  If  this  decrement 
results  in  a  value  of  zero,  the  next  duration  is 
placed  in  the  counter,  the  next  note  is  placed  in 
the  sound  generator  ($900C  =  36876),  and  the  note 
count  is  increased  by  two  and  stored  at 
($033C  =  828).  The  computer  then  goes  on  its  way, 
updating  the  realtime  clock  and  scanning  its 
keyboard. 

The  computer  is  not  slowed  appreciably. 
Most  of  the  time,  unless  the  note  is  to  be  changed, 
the  time  wasted  is  120  microseconds  per  second 
or  120  parts  per  million.  If  the  note  must  be 
changed,  then  the  time  lost  is  a  few  thousandths 
of  a  second. 


Note:  A  complete  listing  of  musical  pitch  values,  in- 
cluding sharps  and  flats,  is  in  the  VIC-2()  Pw^raiuuier's 
Reference  Guide. 


10  REM  *******  VIC  MUSICIAN  ******* 
30  REM  ***  CONTINUOUSLY  PLAYS  ***** 
40  REM  **  TUNE  FROM  STAR  WARS  ***** 
60  P0KE36878,L5  ;  REM  SET  VOLUME  TO 
70  FORI=830TO976 : READG : POKEI , C :NEXT 
80  SYS  830  I  REM  STARTS  MUSIC 
90  REM  *******  SET-UP  FOLLOWS  ***** 
100  DATA120, 169, 5, 141,60, 3, 169,6, 14 

169 
110  DATA13  3,133,0, 169, 3,133, 1,169,9 
120  DATA20,3, 169,3, 141,21,3,88,96 
130  REM  ****  MUSIC  PGM  FOLLOWS  **** 
140  DATA206,6I,3,208,28,72,152,72,  1 
150  DATA3, 200, 17  7,0, 141, 61, 3, 200, 17 
160  DATAl , 240 , 1 2 , 14 1 , 1 2 , 144 , 140 , 60 , 
170  DATA168,104,76, 191,2  34,  160,25  5, 
180  REM  ***  MUSIC  DATA  FOLLOWS  **** 
190  DATA15, 201, 15, 201, 15,201,60,215 

,15 
200  DATA22  5,15,223, 15,219,60,235,35 
210  DATA225,15,22  3,15,219,60,23  5,3  5 
220  DATA225, 15,223, 15,225,60,219,35 
2  30  DATA201, 60, 215,60, 228, 15, 225, 15 
240  DATA2I9,60,235,3  5,228,15,22  5,15 

2  50  DATA219,60,23  5,3  5,228,15,225,15 

260  DATA219,60,235,1,1 


MAX 


1,61,3, 
3,141 


72,60 
7,0,201 

3,104 

208,243 

** 

,60,228 

,228, 15 
,228,15 
,201,15 
,223,15 
,223,15 
,223,15 


Prograrn  2:  Disassembled  Machine  Language  For  VIC  Musician 

033E  78 

SEI 

; 

PROHIBIT  INTERRUPTS  (DON'T  BOTHER  ME) 

033F  A9 

05 

LDA 

#$05         ; 

FIRST  NOTE  IS  SILENCE 

0341  BD 

3C 

03 

STA 

$033C       J 

STORE  NOTE 

03  44  A9 

06 

LDA 

#?06         ; 

WAIT  6  JIFFIES 

03  46  BD 

3D 

03 

STA 

$033D       J 

STORE  DELAY 

0349  A9 

85 

LDA 

#$85         J 

ADDRESS  LOW  OF  START  OF  MUSIC  DATA 

034B  85 

00 

STA 

$00          ; 

ZERO  PAGE  POINTER 

034D  A9 

03 

LDA 

#$03         ; 

ADDRESS  HI  START  OF  MUSIC  DATA 

034F  85 

01 

STA 

$01         ; 

ZERO  PAGE  POINTER 

0351  A9 

5D 

LDA 

#$5D         J 

ADDRESS  LOW  OF  MUSIC  PROGRAM 

0353  8D 

14 

03 

STA 

$0314        ; 

VECTOR  INTERRUPT  TO  MUSIC  PGM 

0356  A9 

03 

LDA 

#$03         ; 

ADDRESS  HI  OF  MUSIC  PROGRAM 

0358  8D 

15 

03 

STA 

$0315        ; 

VECTOR  INTERRUPT  TO  MUSIC  PGM 

035B  58 

CLI 

OK  TO  INTERRUPT  AGAIN 

03 5C  60 

RTS 

BACK  TO  BASICS 

035D  CE 

3D 

03 

DEC 

$033D        ; 

REDUCE  DELAY  COUNTER 

0360  DO 

IC 

BNE 

$037E        ; 

UNLESS  DELAY  IS  FINISHED,  EXIT 

0362  48 

PHA 

SAVE  ACCUMULATOR  ON  STACK 

0363  98 

TYA 

TRANSFER  Y  TO  ACCUMULATOR 

0364  48 

PHA 

SAVE  IT  TOO 

0365  AC 

3C 

03 

LDY 

$033C        i 

GET  POINTER  TO  LAST  NOTE  FREQUENCY 

0368  C8 

I  NY 

MOVE  POINTER  TO  NEXT  DELAY 

0369  Bl 

00 

LDA 

($00),Y      ; 

GET  NEXT  DELAY 

036B  8D 

3D 

03 

STA 

$033D 

SET  DELAY  DURATION 

036E  C8 

I  NY 

MOVE  POINTER  TO  NOTE  FREQUENCY 

036F  Bl 

00 

LDA 

($00), Y      ', 

GET  NOTE  FREQUENCY  OR  TONE 

0371  C9 

01 

CMP 

#$01 

IS  FREQUENCY=1  (START  OVER  FLAG) 

0373  FO 

oc 

BEQ 

$0381 

'IF  SO,  PLAY  IT  AGAIN  SAM 

0375  8D 

oc 

90 

STA 

$900C 

^ START  NOTE  PLAYING 

0378  8C 

3C 

03 

STY 

$033C 

?STORE  NOTE  FREQUENCY  POINTER 

037B  68 

PLA 

f RETRIEVE  Y  FROM  STACK 

037C  A8 

TAY 

fPUT  Y  BACK  IN  Y 

037D  68 

PLA 

? RETRIEVE  ACCUMULATOR 

037E  4C 

BF 

EA 

JMP 

$EABF 

?G0  ON  ABOUT  YOUR  BUSINESS 

0381  AO 

FF 

LDY 

i$FF 

?SET  NOTE  POINTER  TO  START  -1 

0383  DO 

F3 

BNE 

$0378 

? BRANCH  ALVJAYS  TO  STORE  POINTER 

© 

214    COMPUltl    July  1983 


COMMADORE  64 

vic-ao 


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8  Expansion 
Connectors 


Each  Switched 
Individually 


Futty  Enclosed 
Chassis 


Master  Power 
Switch  with  2 


IIOwACOUTLETS 
for  computer 


and  accessories 
RIBBON  CABLE 


Connection 

for  convenient 

placement 


LED  DISPLAY 
RESET  Button 


120  day  chassis 

1  yr  power  supply 

WARRANTIES 


fingertip 
selection  of 


game  and  other 
Cartridges 


Optional  5  volt 
Power  Supply 


removes  power 

load  from  your 

computer 


THE 
SOFT-AWARE  BOX 
the  mostadvanced 
expansion  chassis 


S1 49.00  each 

Power  Supply 

S35.00  each. 


^ 


L 

D 

u 
0 
1^ 
0 

n 

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0 

X 

00 

c 

2 

4i 


V 

o 
a 
a 

£ 
ID 


SOFT-AWARE 

WlCFIOCCMVWJUTEn      saeRIPMEHALS      AMD      SC3FTWAF3E 

RO.  Box  725,  Giendora.  CA  91  740 

VlC-BO  vncl  CBM  B4  are  tradamarks 
of  Commodora  Bifalnaaa  Machlnaa 


FIVE  POWERFUL  SOFTWARE 
DEVELOPMENT  TOOLS 

fVus  the  Smt'mg  J<!cw  Book 
INSIDE  THE  VIC 


THE  BOOK 

A  compldts  clear  explanation  of  machine 
language,  Assembly  languaQe,  V9C  20  archi- 
tecture, graphics.  Joystick  and  sound  effect 
programming.  Detailed  step-by-step  guide  to  the 
use  of  the  development  tools.  How  to  combine 
BASIC  and  machine  language,  make  auto-3tart 
cartridges,  Interface  with  the  Internal  F^OM- 
based  programs  of  BASIC  and  the  Kernal. 
Sample  programs  fully  explained. 


THE  TOOLS 


Assembler/ Editor/Loader/ Decoder^M  on  Itor 
Fulhfeatured  Assembler  allows  use  of  labels, 
comments  and  arithmetic  expressions  to  create 
machine  language  programs.  Create,  save, 
modify  Assembly  language  programs  with  the 
Editor.  Load  and  link  machine  language  modules 
with  the  Loader  Decode  machine  language  back 
Into  assembly  language  for  study  or  input  to  the 
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July  1983    COMmmi    215 


Timex/Sinclair 
Screenscrolls 


Glen  Mortin 


As  amjonc  who  has  worked  with  a  ZX-Sl  or  TS-1000 
knows,  the  scroll  facility  could  be  expanded  and  im- 
proved. It  cuts  dow}i  the  display  file,  ami  screen  POKEs 
(which  are  difficult  at  best)  are  made  nearly  impossible. 
This  article  provides  the  solution. 


Here  are  four  machine  language  routines  which 
provide  left,  right,  up,  and  down  scrolls.  The 
scrolls  may  be  used  singularly  or  in  any  combina- 
tion. When  entered  together,  they  occupy  a  mere 
106  bytes,  including  the  six  bytes  needed  for  the 
REM  statement  they  are  stored  in. 

These  utilities  will  keep  the  display  file  ex- 
panded to  its  maximum  size,  making  screen 
POKEs  possible.  If  preferred,  the  programs  could 
be  assembled  above  RAMTOP  so  they  would  not 
be  affected  by  NEW  or  LOAD.  Note:  These  pro- 
grams will  not  work  with  less  than  3V4K  of  RAM, 
because  of  the  unexpanded  display  file. 

The  programs  are  POKEd  in  by  a  short  BASIC 
hex  loader,  which  can  also  be  used  for  your  own 
machine  language  routines.  Although  no  previous 
knowledge  of  machine  language  is  required  to 
use  these  programs,  I  have  included  mnemonics 
as  well  as  hex  listings.  This  will  be  helpful  to  those 
readers  who  understand  the  Z-80  instruction  set 
and  wish  to  modify  or  disassemble  the  programs. 

Step-by-step  Instructions 

The  first  step  in  using  these  scrolls  is  to  type  in  a 
REM  statement  to  store  them  in.  The  REM  state- 
ment must  be  at  least  100  characters  long,  prefer- 
ably a  few  bytes  longer,  so  if  a  mistake  is  made 
the  program  won't  POKE  up  into  BASIC.  After 
you  have  entered  the  REM  statement,  enter 
POKE  16510,0  in  the  direct  mode.  This  POKEs 
the  first  Hne  number  to  0  so  that  it  cannot  be  acci- 
dentally edited  or  deleted.  Next,  type  in  this  hex 
loader  program: 

216    COMPUTE!     July  1983 


5    LET   A=16514 

15    FOR   X=l    TO    LEN    A$-l    STEP    2 

20    POKE    A,     16*    CODE    A$(X)+    CODE    A$ 

(X+l)-476 
25  LET  A=A+1 
30    NEXT    X 

Now  comes  the  tricky  part.  Type  in  10  LET 
A$  =  "  and  the  hex  listing  of  Program  1  (Upscroll) 
(e.g.,  lOLET  A$  =  '^2A0C40...10FBC9").  ending 
with  quotation  marks.  Be  extremely  careful  here, 
since  any  mistake  could  crash  the  computer.  Note: 
There  are  no  spaces  in  line  10;  the  hex  codes  are 
simply  typed  in  one  after  the  other. 

After  you  have  entered  line  10  and  double- 
checked  for  errors,  run  the  program.  When  it  has 
finished,  enter  'TRINT  A"  in  direct  mode.  This 
should  return  a  value  of  16538.  If  it  does  not, 
reenter  line  10  and  rerun  the  program. 

The  variable  "A"  is  simply  a  pointer  to  the 
address  at  which  the  next  block  of  code  is  to  be 
assembled.  Therefore,  to  enter  the  next  block  into 
your  computer  you  must  change  line  5  to  5  LET 
A  =  16538.  Then  enter  the  hex  listing  for  Program 
2  (Downscroll)  into  line  10  and  rerun  the  program. 
This  time,  A  should  be  equal  to  16567. 

Change  line  5  to  5  LET  A  =  16567  and  enter 
the  listing  for  Program  3  (RightscroU)  into  line  10. 
Run  the  program  and  check  that  A  is  16588. 
Change  line  5  again  to  5  LET  A  =  16588  and  enter 
the  code  for  Program  4  (Leftscroll).  Run  the  pro- 
gram; A  should  now  equal  16614. 

Test  Program 

Now  that  the  machine  language  has  been  entered, 
lines  5  through  30  can  be  deleted  and  a  short  test 
program  can  be  run.  Enter  the  test  program  shown 
below  and  run  it: 

5    INPUT    A$ 

10    LET    L=    LEN   A$ 

15    IF   L>31    THEN    GOTO    5 


20  PRINT  AT  11, (31-L)/2;A$ 

25  IF  INKEY$^''5"  THEN  RAND  USR  16588 

30  IF  INKEY$^"6"  THEN  RAND  USR  16538 

35  IF  INKEY$  =  '*7"  THEN  RAND  USR  16514 

40  IF  INKEY$="8"  THEN  RAND  USR  16567 

45  GOTO  25 

The  program  will  wait  for  an  input,  so  enter  a 
string  of  less  than  32  characters.  The  string  will  be 
printed  in  the  middle  of  the  screen.  You  should 
be  able  to  move  it  around  using  the  arrow  keys 
(5-8). 

This  program  was  written  as  a  simple  test; 
the  scrolls  could  certainly  be  put  to  better  use  in 
programs  for  games,  word  processors,  or  anything 
else  you  might  come  up  with.  I  have  used  varia- 
tions of  these  scrolls  in  a  machine  language  arcade- 
type  game  1  am  working  on  and  have  found  that 
they  work  quite  well.  If  you  want  to  convert  the 
code  listings  into  decimal,  but  are  not  familiar 
with  hexadecimal,  the  codes  from  00  to  FF  are 
given  beside  their  decimal  equivalent  in  Appendix 
A  (p.  137)  of  the  Sinclair  BASIC  MammL 

Let's  take  a  brief  overview  of  the  techniques 
used  in  these  scroll  routines.  In  the  horizontal 
scrolls,  everything  is  shifted  up  or  down  one  byte, 
and  the  first/last  column  is  filled  with  spaces.  A 
POKE  can  be  entered  so  that  the  empty  column 
is  filled  with  a  different  character.  The  accumu- 
lator is  used  as  a  temporary  store  variable,  as  in  a 
bubble  sort. 

In  the  vertical  scrolls,  the  main  instruction  is 
Idir/lddr.  With  this  instruction,  the  hi  register  pair 
is  loaded  with  the  start  address  of  the  block  to  be 
transferred.  The  de  register  pair  is  loaded  with 
the  address  the  block  is  to  be  moved  to,  and  the 
be  register  pair  is  loaded  with  the  length  of  the 
block.  With  these  scrolls,  everything  is  shifted 
up/down  33  bytes  (the  length  of  one  line  +  one 
byte  for  the  ''enter"  character).  The  empty  line  is 
filled  with  spaces,  but  a  POKE  can  also  be  used 
here  to  fill  the  empty  line  with  another  character. 


BEGINNING  PROGRAMMERS 
If  you're  new  to  computing,  please  read  ''How 
To  Type  COMFUTEt's  Programs''  and  "A 
Beginner's  Guide  To  Typing  In  Programs." 


Program  1:  Upscroii 


2A 

0C 

40 

Id  hl,(400C) 

23 

inc  hi 

E5 

push  hi 

11 

21 

00 

Id  de,0021 

19 

add  hl,de 

Dl 

pop  de 

01 

B5 

02 

Id  bc,02B5 

ED 

B0 

Idir 

EB 

ex  de,hl 

06 

20 

Id  b,20 

Blnk 

36 
23 

00 

Id  (hi), 00 
mc  hi 

10 

FB 

djnz  Sink 

C9 

ret 

Progi 

ram 

2:i 

DownscrotI 

2A 

10 

40 

Id  hi, (4010) 

11 

43 

00 

Id  de,0043 

ED 

52 

sbc  hl,de 

E5 

push  hi 

11 

21 

00 

Id  de,0021 

ED 

52 

sbc  hl,de 

Dl 

pop  de 

01 

B5 

02 

id  bc,02B5 

ED 

B8 

Iddr 

EB 

ex  de,hl 

06 

20 

id  b,20 

Blnk 

2B 

dec  hi 

36 

00 

Id  (hi), 00 

10 

FB 

djnz  Blnk 

C9 

ret 

Progi 

ram 

3: 

Rightscroll 

2A 

0C 

40 

id  hl,(400C) 

06 

16 

Id  b,16 

Lpl 

C5 

push  be 

06 

20 

Id  b,20 

3E 

00 

Id  a, 00 

Lp2 

23 
4F 
7E 
71 

inc  hi 
Id  c,  a 
Id  a,  (hi) 
Id  (hl),c 

10 

FA 

djnz  Lp2 

23 

inc  hi 

CI 

pop  be 

10 

Fl 

djnz  Lpl 

C9 

ret 

Program 

4:  Leftscroll 

2A 

10 

40 

Id  hi, (4010) 

11 

43 

00 

Id  de,0043 

ED 

52 

sbc  hljde 

06 

16 

Id  b,16 

Lpl 

C5 

push  be 

06 

20 

Id  b,20 

3E 

00 

Id  a, 00 

Lp2 

2B 
4F 
7E 
71 

dec  hi 
Id  c,a 
Id  a, hi 
Id  (hl),c 

10 

FA 

djnz  Lp2 

2B 

dec  hi 

CI 

pop  be 

10 

Fl 

djnz  Lpl 

C9 

ret 

COMPUTE! 

The  Resource 


o 


Juty19e3     COMPUTE!     217 


Part  VI 


Commodore  64  Video 
A  Guided  Tour 


Jim  Butterfietd,  Associate  Editor 


This  month  we  explore  a  fairly  advanced  technique: 
split  screens  on  the  Commodore  64,  It's  a  new  aspect  of 
the  computer,  combining  things  we  have  already  learned 
into  a  new  set  of  capabilities.  Well  demonstrate,  via  a 
BASIC  program,  an  amazing  visual  display. 


We'll  need  to  venture  into  more  technical  waters 
now,  but  with  a  little  effort,  we  can  perform  some 
minor  miracles  on  the  Commodore  64  screen.  All 
the  limitations  we  have  learned  may  be  set  aside 
with  a  little  creative  ''cheating/'  We'll  have  to 
venture  into  machine  language;  but  even  if  you're 
not  a  ML  tyro,  it's  worth  knowing  that  the  job  can 
be  done. 

We  have  learned  a  number  of  limitations, 
largely  based  on  the  idea  that  the  screen  can  do  a 
lot  of  things,  but  only  one  at  a  time: 

•  We  can  have  only  one  background  color, 
unless  we  are  in  multicolor  mode;  and  even 
in  that  case,  we're  restricted  to  our  choice  of 
colors. 

•  We  can  obtain  information  only  from  one 
16K  memory  quadrant. 

•  We  can  use  only  one  character  set. 

•  We  can  be  in  character  mode  or  bit  map 
(hi-res)  mode,  but  not  both. 

•  We  may  have  only  eight  sprites  on  the 
screen  at  one  time. 

In  fact,  we  have  a  more  general  set  of  rules. 
We  may  be  in  only  one  mode  at  a  time  -  multicolor 
is  either  on  or  off;  extended  color  is  either  on  or 
off;  and  so  on.  It  seems  impossible  to  mix  screen 
modes  and  have  the  best  of  both  worlds,  but  we 
can  do  it. 

Here's  the  trick:  the  "Raster  Register,"  ad- 
dress D012  together  with  the  high  bit  of  DOll,  can 
do  more  than  tell  us  where  the  screen  is  being 
painted  at  this  instant.  We  may  store  an  "inter- 

218    COMPUTl!     July  1983 


nipt"  value  there,  and  tell  the  computer:  "Advise 
me  when  you  get  to  this  part  of  the  screen."  At 
this  point,  we  can  switch  screen  characteristics: 
color  mode,  high  resolution,  background  color, 
character  set,  memory  bank  -  whatever  you  want. 
Of  course,  we  need  to  put  it  all  back  when  we 
return  to  the  top  of  the  screen. 

The  Task 

We're  going  to  write  a  quick  program  to  split  the 
screen  into  two  parts,  each  with  a  different  char- 
acteristic. It  won't  be  perfect;  we're  just  trying  to 
show  the  technique,  not  to  polish  up  all  the  loose 
ends.  The  fine  points  will  come  later.  First,  let's 
plan. 

If  we  set  a  new  "interrupt"  into  our  machine, 
we'll  need  to  make  some  careful  distinctions.  First, 
when  an  interrupt  happens,  we  must  establish: 
who  caused  this  one?  Was  it  the  raster,  or  the 
traditional  interrupt  source  of  1/60  second  timing? 
Second,  if  it  was  a  raster,  which  part  of  the  screen 
is  involved  -  the  top  or  the  "switch"  point? 

The  Interrupts 

Let's  start  to  lay  out  the  machine  language  pro- 
gram. All  interrupts  will  come  here,  and  we'll 
need  to  sort  them  out.  We'll  put  the  program  into 
the  cassette  buffer. 

033C  AD    19    DO    INT       LDA    $D019 
033F    29      01  AND   #$01 

0341    FO      19  BEQ    REGDLR 

The  interrupt  has  happened  and  has  come  here. 
Check  the  Raster  Interrupt  Bit  in  D019  -  was  this 
one  caused  by  the  raster?  We'll  need  to  mask  out 
the  bit  we  want  with  an  AND.  If  we  get  nothing, 
it's  a  regular  interrupt  -  go  there. 

0343    8D     19    DO  STA     $D019 

It  is  indeed  a  raster  interrupt,  and  we  must  shut 
off  the  alarm.  We  do  this  by  storing  the  bit  back 
where  it  came  from  (there's  a  1  in  the  A  register 
right  now).  Amazingly,  this  turns  the  bit  off. 


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0346    A2     92 
0348    AO     15 


LDX    #$92 
LDY    #$15 


We'll  prepare  the  registers,  assuming  we  are 
doing  the  top-of-screen  work.  The  hex  92  is  deci- 
mal 146  -  the  scan  line  that  hits  about  mid-screen; 
that's  where  we  will  want  the  next  interrupt  to 
take  place.  Note  that  hex  92  is  considered  a  "nega- 
tive" byte;  we  will  use  this  fact  in  just  a  moment. 
Now,  let's  see  if  we  are  correct  about  being  at 
mid-screen: 


034A  AD    12    DO 
034D  10      04 


LDA    #$D012 
BPL     MID 


We  look  at  the  raster  scan.  If  it's  less  than 
127,  we're  near  the  top  of  the  screen,  and  we  don't 
see  the  "negative"  byte.  So  we  skip  ahead.  If, 
however,  we  are  at  the  middle  of  the  screen,  we'll 
see  a  "negative"  value.  We  won't  branch;  instead, 
we'll  fix  up  the  registers  for  mid-screen  work: 


034F    A2 
0351    AO 


01 
17 


LDX 
LDY 


#$01 

#$17 


Both  streams  join  again  at  this  point.  X  con- 
tains the  raster  location  where  we  will  want  the 
next  interrupt:  if  we're  at  the  top,  we  want  to  be 
interrupted  at  the  middle  (hex  92);  if  we're  at  the 
middle,  we  will  want  to  be  interrupted  at  the  top 
(hex  01).  Y  contains  information  on  the  character 
set  we  want  to  choose:  graphics  or  text.  Let's  pro- 
ceed: 

0353    8E      12    DO    MID     STX     $D012 

Place  the  next  interrupt  point  into  the  raster  regis- 
ter. The  next  interrupt  will  now  hit  at  the  right 
time. 

0356    8C     18    DO  STY     $D018 

Place  the  "character  set"  value  -  hex  15  for 
graphics,  hex  17  for  text  -  into  the  appropriate 
register. 

0359    4C     BC  FE  JMP     $FEBC 

We've  done  our  job.  We  may  now  exit.  Don't  give 
an  RTI;  instead,  go  to  a  routine  that  cleans  things 
up  nicely,  at  FEBC.  And  what  of  our  regular 
interrupt? 

035C  4C  31  EA  REGULR      JMP  $EA31 

It  goes  to  the  normal  address,  to  which  regular 
interrupts  go. 

We  have  more  to  do  after  we  get  this  program 
into  memory.  We  must  also  detour  the  interrupt 
vector  to  our  new  program,  and  fire  up  the  raster 
interrupt  control 

Back  To  BASIC 

Ready  to  put  all  this  in  BASIC?  Here  we  go: 

100  FOR  J  =  828  TO  862:READ  X 

110T  =  T+X:POKEJ,X 

120  NEXT] 

130  IF  To 3958  THEN  STOP 

200  DATA  173,25,208,41,1,240,25,141,25,208,162,146, 


160,21,173,18 
210  DATA  208,16,4,162,1,160,23,142,18,208,140,24,208, 

76,188,254,76,49,234 
300  POKE  56333,127 
310  POKE  788,60:POKE  789,3 
320  POKE  56333,129: POKE  53274,129 

Let's  look  at  the  last  three  lines.  Line  300  kills 
the  interrupt  for  a  moment,  so  that  we  can  mess 
with  the  interrupt  vector  without  running  into 
disaster.  Line  310  changes  the  interrupt  vector  to 
point  at  our  newly  POKEd  program.  Line  320 
restores  the  interrupt,  and  adds  an  extra  one:  the 
raster  interrupt. 

An  Amazing  Split 

When  the  program  is  run,  an  amazing  thing  hap- 
pens: the  screen  becomes  graphic  at  the  top  and 
text  at  the  bottom.  Impossible,  you  say?  Not  for 
us  clever  -  and  careful  -  people.  The  effect  is  per- 
manent: you  may  NEW  the  program  and  start 
something  else  and  the  split  screen  will  still  be 
there. 

You  shouldn't  use  cassette  tape  with  this 
program  in  place  -  it's  there  in  the  buffer.  And 
you  may  find  that  LOAD  and  SAVE  don't  work 
quite  right.  RUN-STOP/RESTORE  will  put  every- 
thing back  to  its  former  state. 

The  Unsolved  Probiem 

But  it's  not  perfect  (I  warned  you).  Every  once  in 

a  while,  the  barrier  seems  to  creep  slightly,  and 

then  correct  itself.  Maybe  it's  computer  hiccups. 

It  seems  worse  when  you  are  using  the  keyboard. 

What's  happening?  And  how  can  we  fix  it?  Stay 

tuned. 

Copyright  ©  1983  }im  Butterfield  g 


COMPUTE! 

The  Resource. 


'.^i 


P.O.  BOX  34741 
BARTLETT,  TN. 
38184-0741 

'TN.  HE5/ADD  £'•%  SALES  TAX 
INCLUDE  ISO  SHIPmNDLC 


MULTl*SCREEN    "       MACHINE* LANGUAGE 
vyou  won't  come  back  to  earth fi 


220    COMPUTE!    July  1983 


Atari  Artifacting 


Judson  Pewther 


These  tools  for  exploring  artifacting  can  create  some  of 
the  most  beautiful  graphics  i/oi/ve  ever  seen  from  your 
Atari. 


Even  if  you  are  not  already  familiar  with  the  phrase 
television  artifacts,  you  have  probably  noticed  that 
the  colors  of  points  and  lines  drawn  in  Atari's 
graphics  mode  8  are  not  always  what  they  are 
supposed  to  be.  (False  colors  may  also  appear  in 
graphics  mode  0.)  These  comments  apply  unless 
you  are  using  a  high  resolution  color  monitor 
with  digital  input. 

Although  the  BASIC  Reference  Manual  claims 
that  only  "one  color  and  two  different  lumi- 
nances" are  available  in  GRAPHICS  8,  in  actual 
fact  six  distinguishable  color/luminance  combina- 
tions are  possible  because  of  TV  artifacting. 

While  the  BASIC  Referetice  Manual  does  not 
mention  this  very  interesting  fact,  it  is  fully 
documented  in  De  Re  Atari,  Appendix  IV,  which 
gives  the  definition:  "The  term  TV  artifacts  refers 
to  a  spot  or  'pixel'  on  the  screen  that  displays  a 
different  color  than  the  one  assigned  to  it."  And 
as  further  explained,  TV  artifacts  are  caused  by 
the  way  in  which  color  and  luminance  information 
is  modulated  onto  an  NTSC  television  signal. 

Let's  summarize  the  effects  of  artifacting  in 
GRAPHICS  8: 

1.  The  effect  is  maximized  by  plotting  a  light 
color  (high  luminance)  on  a  dark  background, 
or  dense  dark  patterns  on  a  light  background. 

2.  The  color  of  a  pixel  is  not  affected  by  its  Y- 
coordinate. 

3.  The  color  displayed  by  a  pixel  depends  not 
only  on  its  assigned  color,  but  also  on  whether 
its  X-coordinate  is  even  or  odd,  and  on  the 
color  assigned  to  its  horizontal  neighbors. 

4.  Horizontal  resolution  has  a  practical  limit 
of  160  rather  than  320.  Thus,  two  horizontally 
contiguous  pixels  tend  to  form  a  single  pixel 
of  uniform  color. 

What  colors  are  actually  produced?  This  can 
depend  on  the  particular  TV  monitor  being  used, 
and  on  the  exact  setting  of  its  controls.  The  setting 


of  the  tint  control  will  make  the  biggest  difference. 

The  major  effects  of  plotting  white  (the  as- 
signed color)  pixels  on  a  black  background  are 
summarized  in  the  following  table.  N  is  the 
number  of  horizontally  contiguous  white  pixels. 
X  is  the  X-coordinate(s)  of  these  pixels  in  terms  of 
"even"  and  "odd."  COLOR  is  the  approximate 
actual  color  displayed  by  these  pixels,  assuming 
normal  settings  on  the  TV  monitor. 
N     X  Color 


even 
odd 

even-odd 
odd-even 


green 

blue 

orange 

lightblue 

nearly  white 

white 


The  Table  Illustrated 

The  short  program  below  illustrates  artifacts  by 
drawing  two  series  of  nearly  vertical  white  lines 
on  a  black  background.  Colored  horizontal  bands 
are  produced  in  accordance  with  the  rules  in  the 
previous  table.  No  actual  white  is  produced  in 
this  example,  because  there  are  at  most  only 
pairs  of  horizontally  contiguous  "white"  pixels. 
Notice  in  particular  that  the  solid-color  bands  are 
created  either  because  all  the  "even"  pixels  give  a 
solid  green,  or  all  the  "odd"  pixels  give  a  solid 
blue. 

Lines  199  to  250  can  be  added  to  allow  the 
user  to  easily  step  the  assigned  hue  through  all  16 
possibilities,  while  preserving  the  0  luminance 
setting  for  the  background  and  the  14  luminance 
setting  for  the  plotted  lines.  The  background  color 
may  be  nearly  invisible  because  it  is  at  0  luminance, 
but  the  colors  in  the  horizontal  bands  will  change 
greatly.  Remember  that  in  GRAPHICS  8  the  hue 
associated  with  the  COLOR  1  statement  and  with 
the  lines  that  were  drawn  is  the  background  hue 
as  determined  in  the  SETCOLOR  2,hue,0  state- 
ment. Even  when  we  are  not  seeing  the  assigned 
hue  because  of  TV  artifacting,  changing  the  as- 
signed hue  changes  the  displayed  hues. 

Best  results  are  obtained  by  adjusting  TV 
brightness  and  contrast  to  a  low  or  minimum 
value.  TV  color  may  be  boosted  somewhat,  but 
too  much  boost  blurs  the  picture.  However,  the 

July  1983     COMPUTE!     221 


tint  control  may  be  adjusted  freely  from  one  ex- 
treme to  the  other  to  vary  the  colors.  These  com- 
ments apply  generally  to  any  program  where  TV 
artifacts  are  used. 

Program  1:tv  Artifacts 


10 

BRAPHICS  8: COLOR  1 

20 

SETCOLOR  1,0,14 

: SETCOLOR 

2,0, 

0 

30 

FOR  X=0  TO  318 

STEP 

4 

40 

PLOT  X,0:DRAWTO 

X+1, 

159: 

NEXT 

X 

50 

FOR  X=0  TO  308 

STEP 

4 

60 

PLOT  X,0:DRAWTO 

X  +  9, 

159: 

NEXT 

X 

199 

REM  ttt     CHANGE 

HUE 

ttt 

200 

H=0:OPEN  #1,4, 

0,  "K: 

" 

210 

?  :?  "ASSIGNED 

HUE 

IS  NOW  "; 

H 

220 

?  "HIT  H  KEY  TO  CHANGE 

HUE" 

230 

GET  #1 , X: IF  X< 

>72  THEN 

230 

240 

H=H+1 : IF  H=16 

THEN 

H^0 

250 

SETCOLOR  2,H,0 

:GOTC 

\     210 

TV  artifacts  are  really  a  failure  of  resolution, 
but  a  very  interesting  failure.  And  the  colors  pro- 
duced can  add  dazzle  to  graphics  art  programs. 
Although  these  false  colors  may  at  times  be  an- 
noying,  and  although  the  failure  in  horizontal 
resolution  is  certainly  an  annoyance,  TV  artifacts 
compensate  considerably  for  the  fact  that  only 
two  intensities  of  a  single  color  are  officially  avail- 
able in  GRAPHICS  8. 

Moire  Patterns 

Program  2  is  a  graphics  art  program  which  relies 
on  artifacts  for  its  beauty.  It  also  makes  use  of  a 
technique  for  creating  enhanced  moire  patterns. 

You  are  probably  already  familiar  with  the 
simple  type  of  moire  pattern  produced  by  a  pro- 
gram like  the  following: 

Program  2:  Simple  Moire 

10  GRAPHICS  24 

20  SETCOLOR  1 , 0 , 1 4 : SETCOLOR  2,0,0 

30  FOR  X=0  TO  3ia  STEP  3 

40  COLOR  liPLOT  159,0:DRAWTO  X,171 

60  NEXT  X 

70  BOTO  70 

To  see  a  somewhat  different  moire  pattern 
with  a  more  uniform  distribution  of  light  and  en- 
hanced contrasts  in  the  details,  add  the  following 
line  and  run  the  program  again: 

50  COLOR  0:PLOT  159,0:DRAWTO  X  +  1,191 

This  program  step  draws  a  black  line  which 
cancels  out  half  (or  more)  of  the  "white"  pixels 
which  were  plotted  in  the  previous  step,  line  40. 
This  basic  idea  is  varied  and  elaborated  in  Program 
3:  Pyramid. 

Program  3  is  designed  so  that  slow  typists 
(like  myself)  will  not  have  to  type  in  the  whole 
thing  just  to  see  what  it  does.  The  first  half  of  the 
program  (lines  100  through  470)  is  almost  entirely 
for  the  purpose  of  letting  the  user  control  the 

222     COMPUTE!     July  1983 


parameters  of  the  pattern  in  order  to  see  better 
how  the  various  effects  are  achieved.  To  eliminate 
some  typing,  replace  the  first  half  of  the  program 
with  the  single  line:  100  GRAPHICS  24.  Then 
begin  typing  at  line  500. 

The  program  is  essentially  self-explanatory, 
but  it  might  be  worthwhile  to  point  out  a  few 
things.  Lines  500  to  540  select  a  set  of  random 
parameters  for  the  pattern  that  is  about  to  be 
drawn.  WHITE  and  BLACK  are  associated  with 
the  subroutine  for  drawing  a  set  of  vertical  lines 
at  line  1000  in  the  program.  They  are  dual  purpose 
variables:  if  equal  to  0  or  1,  then  a  set  of  "even"  or 
"odd"  lines  will  be  drawn,  but  if  greater  than  1 
the  subroutine  will  not  be  called.  So,  the  prob- 
ability is  .25  that  WHITE  will  call  the  subroutine, 
since  it  is  a  random  integer  ranging  from  0  to  7. 
The  same  applies  to  BLACK. 

WHITE  lays  down  a  colored  background  for 
the  pattern,  but  has  a  slightly  different  effect  if 
the  old  pattern  has  not  been  wiped  out  by  line 
730.  BLACK  erases  all  colors  in  the  pattern 
except  for  black  and  another  color,  just  before  the 
program  recycles  to  select  a  new  set  of  random 
parameters. 

Line  535  works  in  conjunction  with  line  740 
to  insure  that  the  new  values  of  MODE,  APEX, 
and  SPACE  are  not  exactly  the  same  as  the  old 
values. 

Line  550  prevents  the  attract  mode  from  set- 
ting in  as  long  as  the  program  continues  to  recycle 
through  new  variations. 

Except  for  the  user  option  to  hold  a  pattern 
indefinitely  (lines  450  and  720),  there  are  no  forced 
time  delays.  It  takes  about  a  minute  for  the  pro- 
gram to  make  one  cycle,  which  should  be  more 
than  enough  time  to  observe  a  variation  of  the 
pattern.  If  you  wish  to  freeze  a  particular  pattern, 
program  execution  mav  be  stopped  and  restarted 
by  hitting  CTRL]. 

Finally,  although  the  program  isn't  especially 
fast,  I  think  you  will  find  that  many  of  its  variations 
are  as  spectacular  as  anything  you  have  yet  seen 
on  your  Atari. 


Program  3:  Pyramid 


100 

1  12 
1  13 
114 
115 
120 
130 
140 
150 

160 


GRAPHICS  0 
HE  PYRAMID 


POSITION 


9,2: 


'***  T 


?  "ADJUST  TV  CONTRAST  AND" 

?  "BRIGHTNESS  TO  MINIMUM-";? 

?  "ADJUST  TV  COLOR  AND  TINT" 

?  "TO  SUIT  INDIVIDUAL  TASTE.":? 

?  "YOUR  CHOICE:  " 

?  "    (0)  RANDOM  PARAMETERS" 

?  "    (1>  USER  CONTROLLED  PARAMETERS" 

INPUT  CHOICE: IF  CHDICE=0  THEN  GR 

APHICS  24:GaTD  500 

IF  CH0ICE<>1  THEN  150 


170 

180 
190 
200 
210 
220 
230 
240 
250 
260 
270 
280 
290 
300 
310 
320 
330 
340 
350 
360 
370 
380 
390 
400 
410 
420 
430 
440 
450 
460 
470 

498 
500 
510 
520 
530 
535 

540 
550 
598 
600 
620 
630 
640 
650 
660 
670 
680 

690 

700 

710 

720 

730 

740 

750 

999 

1000 

1010 

1020 

1999 

2000 

2010 

2020 


2030 
2999 
3000 
3010 
3020 


7  :?  "DRAW  BACKGROUND  OF  VERTICA 

L  LINES?" 

-^     "         (0)  EVEN  LINES" 

-^  "    (1)  ODD  LINES" 

?  "    C2)   NO  BACKGROUND" 

INPUT  WHITE: IF  WHITE=2  THEN  230 

IF  WHITEO0  AND  WHITE<>1  THEN  210 

?  :7  "DRAW  PYRAMID  IN  MODE" 

?  "    (0>   FROH  THE  CENTER  OUTWARD" 

?  "    (1)   FROM  LEFT  TO  RIGHT" 

INPUT  MODE 

IF  MODEO0  AND  MDDEOl  THEN  260 

?  :?  "FOR  APEX  OF  PYRAMID  USE" 

?  "    (0>  ONE  POINT" 

?  "    < 1 >  TWO  POINTS" 

INPUT  APEX 

IF     APEXO0     AND     APEXOITHEN     310 

?  :?  "SPACING  OF  RAYS  FROM  APEX?" 

?  "(USUALLY  AN  INTEGER:  2  TO  6)" 

INPUT  SPACE: IF  SPACE< 1  THEN  350 

?  :?  "DRAW  BLACK  VERTICAL  LINES?" 

?  "    (0)  EVEN  LINES" 

?  "    CI)  ODD  LINES" 

?  "    (2)  NO  LINES" 

INPUT  BLACK: IF  BLACK=2  THEN  420 

IF  BLACKO0  AND  BLACKOl  THEN  400 

?  :?  "WHEN  FINISHED" 

?  "    (0)  GOTO  RANDOM  PARAMETERS" 

?  "    <1)  HOLD  THE  PATTERN" 

INPUT  HOLD 

IF  HOLDO0  AND  HOLDOl  THEN  450 

IF  CH0ICE=1  THEN  GRAPHICS  24:G0T 

0  600 

REM  ttt     RANDOM  PARAMETERS*** 

WHITE  =  INT<RND(0>  »8> 

MaDE=INT  CRND  C0)  *2) 

APEX=INT (RND (0>  *2) 

SPACE=2+INT(RND(0) *5) 

IF  MODE=M  AND  APEX=A  AND  SPACE=S 

THEN  510 
BLACK^INT (RND (0) «8) 

POKE  77,0: REM  RESET  ATTRACT  MODE 
REM  ***  PROGRAM  EXECUTION  *** 
5ETC0L0R  2,0, 0; SETCOLOR  1,0,14 
IF  WHITE>1  THEN  640 
COLOR  1 : B=WHITE: GOSUB  1000 
IF  MODE=0  THEN  GOSUB  2000 
IF  M0DE=1  THEN  GOSUB  3000 
REM  ***  DRAWTO  SIDES  ttt 
FOR  K=191  TO  1  STEP  -SPACE 
COLOR  1:PL0T  1 59 , APEX : DRAWTO  318 
,K:PLOT  159, APEX: DRAWTO  0,K 
COLOR  0;PLOT  159,0:DRAWTD  318, K- 
1:PL0T  157,0:DRAWTQ  0,K-1:NEXT  K 
IF  BLACKM  THEN  720 
COLOR  0: B^BLACK: GOSUB  1000 
IF  HDLD=1  THEN  720 

IF  RNDC0)<0,2  THEN  GRAPHICS  24 
M=MODE: A = APEX : S= SPACE 
GOTO  500 

REM  **«  SUBROUTINE  VERTICAL  LINES 
FOR  K=B  TO  319  STEP  2 
PLOT  K,0;DRAWTO  K,191:NEXT  K 
RETURN 

REM  »**  SUB  STARTS  FROM  CENTER 
FOR  K=0  TO  158  STEP  SPACE 
COLOR  1:PL0T  159,0: DRAWTO  159+K 

,  191 : PLOT  159, 0: DRAWTO  159-K,  191 

COLOR  0:PLOT  1 59 , APEX : DRAWTO  1 6 

0+K, 19  1: PLOT  159, APEX; DRAWTO  15 

8-K, 191 

NEXT  K:RETURN 

REM  «**  SUB  DRAWS  LEFT  TO  RIGHT 

FOR  K=0  TO  319  STEP  SPACE 

COLOR  1:PL0T  1 59 , APEX : DRAWTO  K,191 

COLOR  0:PLOT  159,0:DRAWTO  K+1,1 

91:NEXT  KrRETURN  © 


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All  About  The 

Commodore  USR 

Command 


John  L  Doriing 


Have  you  wondered  hoio  to  use  B ASICs  USR  com- 
mand? This  article  explores  this  useful  feature  with 
examples  for  every  Commodore  computer. 

This  introduction  to  the  USR  function  will  form  a 
basis  for  more  complex  applications.  We'll  explore 
passing  double  precision  integers  between  BASIC 
and  machine  language. 

Here's  how  the  USR  function  works.  Both 
the  USR  and  SYS  commands  are  like  the  BASIC 
GOSUB  command.  Instead  of  transferring  control 
of  a  BASIC  program  to  a  BASIC  subroutine,  USR 
and  SYS  cause  control  to  go  to  a  machine  language 
subroutine. 

But  unUke  the  SYS  function,  the  USR  function 
has  the  additional  capability  of  transferring  num- 
bers or  information  to  or  from  a  machine  language 
subroutine. 

The  USR  command  format  is  n  =  USR(v), 
where  n  is  any  variable  name,  and  v  is  any  variable 
whose  value  is  to  be  transferred  into  the  machine 
language  subroutine.  Upon  return  to  BASIC,  the 
machine  language  subroutine  will  place  the  newly 
computed  value  into  the  variable  n.  The  transfer 
of  values  and  information  between  BASIC  and 
machine  language  is  accomplished  via  the  floating- 
point accumulator  (FAC).  The  FAC  is  five  con- 
secutive bytes  in  memory  that  are  used  for  storing 
floating-point  numbers  (numbers  which  can  have 
decimal  points  in  them).  Address  information  for 
the  machine  language  subroutine  is  specified  in 
locations  1  and  2  (785  and  786  in  the  Commodore 
64),  and  is  stored  in  standard  LBHB  (Low  Byte, 
High  Byte)  format. 

For  example,  the  command  nv  =  USR(ov)  in  a 
BASIC  program  would  first  transfer  the  value  of 
ov  to  the  FAC.  Then  the  program  branches  to  the 
machine  language  subroutine  whose  starting  ad- 
dress is  stored  in  locations  1  and  2  (785  and  786  in 

22d    COMPUnt    July  1983 


the  64),  Before  leaving  the  machine  language  sub- 
routine, the  programmer  stores  the  newly  com- 
puted value  in  the  FAC,  and  issues  an  RTS  com- 
mand (ReTurn  from  Subroutine).  Upon  reentering 
BASIC,  the  value  in  the  FAC  is  held  by  the  variable 
//!',  and  the  BASIC  program  continues  from  where 
it  left  off. 

The  only  thing  preventing  you  from  taking 
full  advantage  of  the  USR  function  is  the  conver- 
sion of  the  floating  point  data  in  the  FAC.  The 
number  must  first  be  in  a  format  your  machine 
language  program  can  use,  and  then  the  computed 
value  must  be  reformatted  back  into  the  FAC  for 
the  return  trip  to  your  BASIC  program.  The  secret 
lies  in  knowing  the  location  of  two  important  sub- 
routines in  the  ROM  code.  One  of  these  sub- 
routines converts  the  contents  of  the  FAC  into  a 
double  precision  integer  stored  at  $61  and  $62  on 
the  PET,  or  $64  and  $65  on  the  VIC  and  64.  The 
second  subroutine  converts  the  double  precision 
integer  in  the  A  and  Y  registers  to  a  floating  point 
number  in  the  FAC 

Helpful  Subroutines 

These  two  subroutines  are  easy  to  use.  Note:  These 
examples  are  for  PET  Upgrade  BASIC.  Refer  to 
the  table  reference  for  the  appropriate  locations 
on  your  computer. 

1.  Convert  the  FAC  to  a  double  precision  integer. 
JSR  $DBA7  ;CONVERT  FAC  TO  AN  INTEGER  IN 

$61  AND  $62 
LDA  $61        ;MSB  OF  INTEGER 
LDY  $62        ;LSB  OF  INTEGER 

The  A  and  Y  registers  contain  the  converted  in- 
teger value  of  T  in  the  BASIC  equation,  S  =  USR(T). 
It  can  be  saved  and  used  by  your  machine  lan- 
guage program  when  needed. 

When  you  need  to  transfer  a  value  from  the 
machine  language  program  back  to  BASIC,  the 


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double  precision  integer  must  be  placed  in  the 
FAC  in  the  proper  format.  The  following  code 
will  accomplish  this  nicely. 

2.  Convert  a  double  precision  integer  in  A,  Y  to  FAC. 

LDA  $...  ;MSB  OF  INTEGER 

LDY  $,..  ;LSB  OF  INTEGER 

JSR  $D26D  ;CON VERT  INTEGER  IN  A,Y  TO  FAC 

RTS  ;RETURN  TO  BASIC 

In  the  equation,  S  =  USR(T),  S  will  contain 
the  converted  value  provided  by  the  machine 
language  program.  These  two  ROM  subroutines 
should  be  sufficient  for  most  user  applications. 

To  illustrate  the  use  of  these  subroutines, 
let's  use  the  USR  function  to  simulate  the  PEEK 
instruction.  This  allows  us  to  evaluate  the  sub- 
routines by  comparing  the  test  results  with  the 
results  of  a  known  instruction.  The  particular 
example  chosen  is  useful  only  as  a  learning  tool. 

Simulated  PEEK 

If  you  wish  to  try  the  example  on  your  computer, 
use  the  following  procedure: 

For  PET/CBM  with  Upgrade  or  4.0  BASIC: 

1.  Access  the  Monitor  by  SYS  1024. 

2.  Display  the  proper  block  of  memory  by 
typing  .M033C  0352. 

3*  Type  in  the  code  from  Program  1  or  2  as 
appropriate  for  your  PET.  Do  a  monitor  save 
on  it  by  typing  .S'Ya  0:USR.M';08,033C,0352 
fordiskor.S"(a0:USR.M",01,033C0352for 
tape. 

4.  Enter  the  BASIC  Program  5  and  SAVE  it  as 
USR.B, 

5.  RUN  the  BASIC  program. 

The  only  reason  for  saving  these  programs  is 
to  avoid  reentering  the  data  in  case  of  an  unrecov- 
erable crash  due  to  a  typing  error. 

If  it  is  necessary  to  load  the  programs  again, 
always  load  the  machine  language  program  first, 
and  then  the  BASIC  program.  Otherwise,  the 
BASIC  address  pointers  will  be  incorrect  and  your 
program  will  not  run  properly. 

For  the  VIC-20  and  Commodore  64: 

1.  Type  in  Program  3  or  4  as  appropriate, 
then  add  the  lines  from  Program  5  (64  owners 
note  line  120).  The  numbers  in  the  DATA 
statements  comprise  a  machine  language 
program  and  must  be  typed  in  correctly. 

2.  Before  RUNning  the  program,  SAVE  it  to 
tape  or  disk. 

3.  RUN  the  program. 

If  you  are  curious  about  what  the  machine 
language  does,  here  is  a  disassembly  of  the  Up- 
grade BASIC  version. 

226    COMPUTE!    July  1983 


$033C  20    A7   DB  START  JSR     $DBA7 


$033F  A5  61 

$0341  85  FC 

$0343  A5  62 

$0345  85  FB 

$0347  AO  00 

$0349  Bl  FB 

S034B  A8 

$034C  A9  00 

$034E  20  6D  D2 

$0351  60 

$0352 


LDA  $61 

STA  $FC 

LDA  $62 

STA  $FB 

LDY  #$00 

LDA  ($FB);Y 

TAY 

LDA   #$00 
JSR     $D26D 

RTS 

■  END 


;FACTO  INTEGER 

IN  $61,  $62 
;TMSB 

;TEMP  SAVE  MSB 
;T-LSB 

;TEMPSAVELSB 
;INDIR  INDEX 
;DATAAT$FB,FC 

ADDR 
;S-LSB 
;S-MSB:=0 
;CONVERTA,Y 

TO  FAC 
;RETURNTO 

BASIC 


Making  USR  Work 

Now  let's  look  at  all  seven  steps  that  are  necessary 
to  make  the  USR  function  work.  These  steps,  as 
used  in  the  example,  will  be  explained  in  detail 
for  the  Upgrade  BASIC  version.  Again,  you  can 
refer  to  the  table  for  the  appropriate  locations  on 
your  particular  computer. 

•  STEP  1:  POKE  the  USR  Jump  Address  in  Loca- 
tions 1  and  2. 

The  first  step  is  to  put  the  machine  language 
start  address  in  locations  $01  and  S02,  The  least 
significant  address  byte  (LSB)  is  stored  in  location 
1,  and  the  most  significant  address  byte  (MSB)  is 
stored  in  location  2.  In  the  example,  the  machine 
language  start  address  is  located  at  $033C,  There- 
fore, locations  $00  through  $02  should  contain  the 
following  6502  code: 

ADDR.  CODE  MNEMONIC 

$0000  4C  3C  03       JMP  $033C 

In  BASIC,  address  values  must  be  stated  in 
decimal.  The  conversion  for  the  LSB  address  byte 
S3C  is  3=^16+12  =  60  and  the  MSB  address  byte 
S03  is  0''16  +  3  =  3,  providing  the  POKEd  values  in 
line  110.  It  is  not  necessary  to  POKE  location  0 
($310  on  the  64)  as  it  was  initialized  to  the  proper 
value  when  power  was  applied. 

•  STEP  2:  Determine  T  in  S  =  USR(T). 

In  your  BASIC  program,  establish  a  value  for 
T  in  the  equation  S==USR(T).  To  use  the  ROM 
subroutines  provided  in  this  article,  T  must  be  an 
integer  with  a  value  between  0  and  65535.  This  is 
the  full  range  of  2-byte  integers  and  in  hex  is 
equivalent  to  $0000  through  $FFFF.  In  the  ex- 
ample, lines  130  - 150  are  used  to  input  and  test 
an  integer  number  between  0  and  65535. 

•  STEP  3:  Execute  5  =  USR(T). 

When  S  =  USR(T)  is  executed,  it  is  equivalent 
to  SYS(828).  In  both  cases,  control  is  transferred 
from  BASIC  to  your  machine  language  program. 
The  USR  function  differs  from  the  SYS  command 
in  that  the  FAC  can  be  used  to  pass  real  data  to 
and  from  the  machine  language  program.  Note 
that  828  =  Loc  1  +  256  x  Loc  2  (828  =  60  +  3  x  256). 


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July  1983    COMPtlfEi    227 


•  STEP  4:  Convert  FAC  to  Positive  Integer. 

While  in  your  machine  language  program, 
convert  the  value  in  the  FAC  to  a  two-byte  integer. 
The  JSR  to  $DBA7  at  $033C  converts  the  FAC  to  a 
double  precision  integer  whose  MSB  is  located  in 
$61  and  LSB  is  located  in  $62. 

•  STEP  5:  Execute  ML  Program. 

In  the  example,  the  instructions  located  from 
$033F  -  $034 A  are  used  to  get  the  value  that  we 
wish  to  pass  to  BASIC. 

•  STEP  6:  Convert  Positive  Integer  to  FAC  and 
Exit. 

The  instructions  in  $034B  through  $0351  put 
the  integer  value  in  the  "A"  and  "Y"  registers. 
Since  the  simulated  PEEK  v^ilue  is  really  only  a 
single  precision  integer,  the  N4SB  is  set  to  zero. 
The  JSR  to  $D26D  will  convert  the  values  in  the  A 
and  Y  registers  to  floating  point  and  place  them  in 
the  FAC.  Finally,  the  RTS  will  return  control  to 
BASIC. 

•  STEP  7:  Verify  S  in  S  =  USR(T). 

The  real  variable  S,  in  the  equation 
S  =  USR(T),  will  now  be  assigned  the  value  placed 
in  the  FAC  by  your  machine  language  program. 
Lines  170  and  180  in  Program  5  display  both  the 
value  of  S  and  the  actual  PEEK  value  to  verify 
that  the  simulation  is  correct. 

That's  all  there  is  to  it.  When  you  break  it 
down,  step  by  step,  it's  not  that  difficult.  Perhaps 
the  USR  function  will  now  find  a  place  in  your 
programming  arsenal. 

Floating  Accumulator  Locations  For  PET/CBM, 
VIC,  And  64 


Loc.  of  FAC 

Result 

Loc,  of 

USR 

to  Integer 

Left  in 

Integer  to 

Vector 

Computer 

Routine 

Location 

FAC  Routine 

Location 

VIC 

$DC9B 

$64,565 

$D391 

$01, $02 

64 

$BC9B 

$64,$65 

$B391 

$311,$312 

Upgrade  PET 

$DBA7 

$61, $62 

$D26D 

$01, $02 

4.0  PET 

SCDDl 

$61  ,$62 

$C4BC 

$01,S02 

Program  1:  pet  upgrade  basic  version 

033C  20  A7  DB  A5  61  85  FC  A5 
0344  62  85  FB  A0  00  Bl  FB  A8 
034C  A9  00  20  6D  D2  60  00  FF 


Program  2:  pet  4.o  basic  version 

033C  20  Dl  CD  A5  61  85  FC  A5 
0344  62  85  FB  A0  00  Bl  FB  A8 
034C  A9  00  20  BC  C4  60  00  FF 

Program  3:  vic-20  version 

10  FOR  A=828  TO  849: READ  D:POKE  A, D: NEXT 
20  DATA  32,155,220,165,100,133,252,165 
30  DATA  101,133,251,160,0,177,251,168 
40  DATA  169,0,32,145,211,96 


An  Explanation 
Of  LBHB 

The  Low  Byte,  High  Byte  (LBHB)  data  storage 
format  is  a  method  many  microcomputers 
use  to  store  large  numbers.  Because  a  byte 
can  hold  a  number  no  larger  than  255,  two  or 
more  consecutive  bytes  are  needed  to  repre- 
sent numbers  larger  than  255.  The  LBHB 
format  involves  a  method  in  w^iich  numbers 
are  broken  down,  then  stored  in  memory 
with  the  least  significant  byte  (LSB)  first, 
followed  by  the  most  significant  byte  (MSB). 

A  number  between  256  and  65535  is 
stored  in  RAM  memory  using  two  consecu- 
tive bytes.  The  second  byte  (the  most  significant 
byte)  is  derived  by  dividing  the  original 
number  by  256,  and  then  storing  the  integer 
(no  fractions)  value  into  the  MSB.  The  re- 
mainder of  this  division  is  then  stored  in  the 
first  or  least  significant  byte.  Thus  you  use  the 
following  formula  for  reading  LBHB  numbers 
in  memory: 

number  -  LSB  +  (MSB  *  256) 

For  example,  let's  say  that  j^ou  wanted 
to  USR  to  address  828  (the  cassette  buffer  in 
most  Commodore  machines).  You  would 
need  to  put  828  into  addresses  1  and  2  and  it 
would  have  to  be  in  this  LBHB  format. 

Here's  how  it's  done: 

1)  Divide  828  by  256  and  store  the  re- 
sulting integer  byte  2. 

828/ 256  =  integer  3 

2)  Store  the  remainder  of  this  division  in 
byte  one: 

828  -  (256  *  3)  =  60 

The  TWO  Methods 

To  automatically  store  numbers  into  ancH 
read  numbers  from  memory  using  the  LBHB 
format,  use  these  two  formulas: 

To  read  a  LBHB  number,  where  N  = 
number: 

N  =  byte  1+ (256*  byte  2) 

To  Store  a  LBHB  number,  w^here  N  = 
number  to  be  stored: 

NN  =  INT(N  /  256):  POKE  byte  1,  N  -  (NN  *  256): 
POKE  byte  2,  NN 


BEGINNING  PROGRAMMERS 
If  you're  new  to  computing,  please  read  "How 
To  Type  COMPUTE!'s  Programs"  and  "A 
Beginner's  Guide  To  Typing  In  Programs/' 


228    COMPUTE!     July  1983 


Program  4:  commodore  64  Version 

10  FOR  A=828  TO  849 : READ  D:POKE  A, D: NEXT 
20  DATA  32,155,188,165,100,133,252,165 
30  DATA  101,133,251,160,0,177,251,168 
40  DATA  169,0,32,145,179,96 

Program  5:  USR  Demonstration 

100  REM  SAVE  BEFORE  RUNNING 

110  POKE  1,60: POKE  2 , 3 : REM  JMP  $033C 

120  REM  FOR  C-64,  USE  POKE  785, 60: POKE  786 

,3 
130  PRINT  "SIMULATED  PEEK": PRINT 
140  PRINT  "INPUT  AN  ADDRESS  BETWEEN  0  AND 

65535" 
150  INPUT  T:IF  T<0  OR  T>65535  OR  INT(T)<>T 

THEN  140 
160  S=USR(T):REM  SYS  828  ($003C) 
170  PRINT  S"=  PEEK ( "T")",PEEK(T) : PRINT 
180  GOTO  140 


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July  1983     COMPimi     229 


Commodore 
Programmer's 
Alarm  Clock 

Bruce  Jaeger 

Youll  appreciate  this  program  if  you've  ever  lost  track 
of  time  while  at  your  computer.  It  will  act  as  a 
countdown  tiyner  and  print  ''QUITV  on  screen  and 
sound  a  bell  when  the  time  comes  to  stop.  For  VIC,  64, 
and  PET/CBMs. 


Have  you  ever  sat  down  at  your  computer  after 
dinner  to  "just  touch  up  that  program  a  bit/'  only 
to  find  again  that  you've  lost  all  notion  of  time 
and  you've  just  missed  the  first  half  of  that  movie 
you've  waited  for  all  week?  Or  you're  supposed 
to  pick  someone  up  at  6:00,  and  by  the  time  you 
look  up  from  the  screen  it's  7:30?  Me  too! 

That's  why  ''Programmer's  Alarm  Clock" 
came  about.  When  you  first  sit  down  at  your  desk, 
load  and  run  the  program.  It  will  ask  you  for  the 
alarm  time,  and  for  the  current  time  of  day. 

That's  all.  You  can  run  games,  develop  pro- 
grams, write  computer  articles,  whatever.  But 
when  the  alarm  time  comes,  the  word  "QUIT!" 
comes  up  on  the  screen  and  there's  a  healthy  beep 
from  the  CB2  speaker. 

Programmer's  Alarm  is  a  machine  language 
routine  located  in  the  second  cassette  buffer,  and 
is  accessed  60  times  a  second  by  the  interrupt 
routine  that  updates  TI$  and  does  other  house- 
keeping chores.  The  program  merely  compares 
the  previously  stored  alarm  time  with  the  time-of- 
day,  and  lets  you  know  when  they  match. 

The  program  as  written  is  for  the  PET/CBM 
Upgrade  ROM  set,  4.0  ROMs,  64,  and  VIC. 


Program  1: 

Alarm  Clock  -  Upgrade  BASIC  PET  Version 


"ALARM    FOR    3,0    PETS" 


160  REM  ***   _  _ 

*** 

170  GOSUB280  :13  SPACESIrEM  LOAD  MACHINE 

LANGUAGE 
180  T=141  :l6  SPACESlREM  TIMER  LOCATION, 

3,0  ROMS 
190  PRINT" {CLRl SET  ALARM  TIME" 
200  PRINT "{ DOWN ) (  HHMMSS  )" 
210  INPUT  "{DOWN} (2  SPACES ]000000 

{8  LEFT)";TI? 
220  H=PEEK(T) :L=PEEK{T+1) 
230  POKE  1022,H:POKE1023,L 
240  PRINT" I DOWN} INPUT  TIME  OF  DAY." 
250  PRINT" [down] (  HHMMSS  )" 
260  INPUT  "I  down) [2  SPACES } 000000 

{8  left} ";TI$ 
270  PRINT" {CLR}":SYS826: END 
280  FORX9=0TO  115  : READX8 : P0KE826+X9 , X8 : 

NEXTX9 I  RETURN 
290  DATA  120,165,144,141,172,3,165,145,1 

41,17  3,3,169,79, 133,144,169,3 
300  DATA  133,145,88,96,165,141,205,254,3 

,208,83,16  5,142,205,2  5  5,3,208 
310  DATA  76,169,145,141,35,128,169,149,1 

41,36,128,169,13  7,141,3  7,128,169 
320  DATA  148,141,38,128,169,161,141,39,1 

28,169,16,141,7  5,2  3  2,169,15,141 
330  DATA  74,232,169,150,141,72,232,160,2 

5  5,162,255,136,240,6,202,208,253 
340  DATA  76,135,3,169,0,141,75,232,141,7 

2,232,141,46,230,120,17  3,172 
350  DATA  3,133,144,173,173,3,133,145,88, 

76,46,230,46,230 

UNDERLINE  =  SHIFT, 

i  i  =  COMMODORE  KEY, 

I  }=  SPECIAL, 

REFER  TO  LISTING  CONVENTIONS 


Program  2:  Alarm  clock  -  4.0  pet  version 

160  REM  **  ALARM  FOR  4.0  PETS  ** 

170  GOSUB280  :{3  SPACES} REM  LOAD  MACHINE 

LANGUAGE 
180  T=141  :{6  SPACESlREM  TIMER  LOCATION, 

4.0  ROMS 
190  PRINT" {CLR} SET  ALARM  TIME" 


Notes  For  Commodore  Alarm  Clock 


Since  Commodore  provides  a  realtime  clock 
in  all  of  its  computers^  the  versions  presented 
here  differ  only  in  the  location  of  the  machine 
language  routine  and  the  location  of  the  in- 
terrupt request  vectors  which  continually 
check  the  internal  clock.  Since  the  internal 
clock  is  affected  by  using  the  cassette,  the 
VIC  and  64  versions  of  this  program  will  give 
unpredictable  results  if  you  use  the  cassette 
unit.  Disk  operation  and  TOOLKIT  seem 
unaffected. 


Also,  if  the  alarm  time  is  set  for  after 
12:00  and  you  set  the  time  of  day  to  a  point 
before  12:00,  then  you  must  use  military  time 
(1300  for  one  o'clock,  etc.).  Otherwise,  the 
two  times  will  not  match,  and  the  alarm  will 
not  sound. 

This  program  is  a  good  one  to  study  if 
you  are  interested  in  learning  about  simple 
machine  language  and  interrupt-driven 
routines.  Since  the  program  is  so  short,  it  is 
fairly  simple  to  understand  and  adapt  for 
use  in  other  programs. 


230    COMPlfTE!     Juty1983 


200  PRINT" I  DOWN] (  HHMMSS  )" 

210  INPUT  "[down] {2  SPACES } 000000 

I  8  LEFTl"rTI$ 
220  H=PEEK(T)  ;L=PEEK(T-M) 
230  POKE  1022,H:POKE1023,L 
240  PRINT" (down] INPUT  TIME  OF  DAY," 
250  PRINT" [down] (  HHMMSS  )" 
260  INPUT  "lD0WNl(2  SPACES ] 000000 

{8  left) ";TI$ 
270  PRINT" [CLR]":SYS826: END 
280  FORX9=0TO  115  : READX8 ; POKE826+X9 , X8 : 

NEXTX9: RETURN 
290  DATA  120,165,144,141,172,3,165,145,1 

41,17  3,3,169,7  9,133,144,169,3 
300  DATA  133,145,88,96,165,141,205,254,3 

,208,83,16  5,142,205,255,3,208 
310  DATA  76,169,145,141,35,128,169,149,1 

41,36, 128, 169, 137, 141,3  7,128, 169 
320  DATA  148,141,38,128,169,161,141,39,1 

28,169,16,141,7  5,2  3  2,169,15,141 
330  DATA  74,232,169,150,141,72,232,160,2 

55,162,25  5,136,240,6,202,208,253 
340  DATA  76,135,3,169,0,141,75,232,141,7 

2,23  2,141,46,230,120,173,172 
350  DATA  3,133,144,173,173,3,133,145,88, 

76,85,228,85,228 

UNDERLINE  =  SHIFT, 

6  3=  COMMODORE  KEY, 

[  J=  SPECIAL. 

REFER  TO  LISTING  CONVENTIONS 

Program  3:  Alarm  clock  -  vie  Version 

80  REM  **  ALARM  CLOCK  FOR  VIC  ** 

90  GOSUB195 

100  PRINT" {CLR] SET  ALARM  TIME" 

110  PRINT" (down] (  HHMMSS  )" 

120  INPUT" {down] {2  SPACES ] 000000 [ 8  LEFT] 

";TI? 
130  POKE953,PEEK(160) 
140  POKE954, PEEK(161) 
150  PRINT" [DOWN] INPUT  TIME  OF  DAY" 
160  PRINT" [down] (  HHMMSS  )" 
170  INPUT" [down] [2  SPACES] 000000 [8  LEFT} 

";TI$ 
180  PRINT" lCLR]":SYS826:END 
19  5  FORG=826T0953 : READE : POKEG , E : NEXT : RET 

URN 
200  DATA  120,  173,  20,  3,  141,  183,  3,  1 

73 
210  DATA  21,  3,  141,  184,  3,  169,  83,  14 

1 
220  DATA  20,  3,  169,  3,  141,  21,  3,  88 
230  DATA  96,  173,  160,  0,  205,  185,  3,  2 

08 
240  DATA  89,  173,  161,  0,  205,  186,  3,  2 

08 
250  DATA  81,  169,  145,  141,  17,  30,  169, 

149 
260  DATA  141,  18,  30,  169,  137,  141,  19, 

30 
270  DATA  169,  148,  141,  20,  30,  169,  161 

,  141 
280  DATA  21,  30,  169,  15,  141,  14,  144, 

169 
290  DATA  139,  141,  10,  144,  166,  255,  16 

4,  255 
300  DATA  136,  208,  253,  202,  208,  248,  1 

69,  0 


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310  DATA  141,  14,  144,  120,  173,  183,  3, 

141 
320  DATA  20,  3,  173,  184,  3,  141,  21,  3 
330  DATA  169,  0,  141,  17,  150,  141,  18, 

150 
340  DATA  141,  19,  150,  141,  20,  150,  141 

,  21 
350  DATA  150,  88,  76,  191,  234,  255,  0, 

255 

UNDERLINE  =  SHIFT, 

§  3  =  COMMODORE  KEY, 

I  }=  SPECIAL. 

REFER  TO  LISTING  CONVENTIONS 

Program  4:  Alarm  Clock  -  64  Version 

70  REM  **  ALARM  CLOCK  FOR  C-64  ** 

80  S=54272 : FORR=STOS+24 : POKER, 0 :NEXT 

95  GOSUB195 

100  PRINT" ICLRlSET  ALARM  TIME" 

110  PRINT "{ DOWN ) (  HHMMSS  )" 

120  INPUT" {DOWN) I  2  SPACES } 000000 (8  LEFT] 

";TI$ 

130  POKE956,PEEK(160) 

140  POKE95  7, PEEK (161) 

150  PRINT" I  DOWN) INPUT  TIME  OF  DAY" 

160  PRINT" I  DOWN }(  HHMMSS  )" 

170  INPUT"IdOWN1  {2  SPACES  1000000  I  8  LEFT] 

";TI$ 
180  PRINT" lCLR]":SYS49152: END 
195  FORG=49152T049284 : READE : POKEG, E: NEXT 

: RETURN 


200  DATA  120,  173,  20,  3,  141,  186,  3,  1 

73,  21,  3,  141 
210  DATA  187,  3,  169,  25,  141,  20,  3,  16 

9,  192,  141 
220  DATA  21,  3,  88,  96,  173,  160,  0,  205 

,  188,  3 
230  DATA  208,  92,  173,  161,  0,  205,  189, 

3,  208,  84 
240  DATA  169,  145,  141,  17,  4,  169,  149, 

141,  18,  4 
250  DATA  169,  137,  141,  19,  4,  169,  148, 

141,  20,  4 
260  DATA  169,  161,  141,  21,  4,  169,  15, 

141,  24,  212 
270  DATA  169,  9,  141,  5,  212,  169,  6,  14 

1,  6,  212 
280  DATA  169,  34,  141,  1,  212,  169,  70, 

141,  0,  212 
290  DATA  169,  33,  141,  4,  212,  169,  255, 

160,  255,  136 
300  DATA  208,  253,  202,  208,  248,  169,  0 

,  141,  24,  212 
310  DATA  120,  173,  186,  3,  141,  20,  3,  1 

73,  187,  3 
320  DATA  141,  21,  3,  88,  76,  49,  234,  13 

4,  223,  32 
330  DATA  223,  0,  223,  32,  223,  32,  223, 

32,  223,  0 

UNDERLINE  =  SHIFT, 

13=^  COMMODORE  KEY, 

{  }=  SPECIAL. 

REFER  TO  LISTING  CONVENTIONS 


#- 


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232     COMPUTE!     July1P83 


STARS 


George  Trepol 


This  short  graphics  program  draws  stars  -  separate  or 
coficeutric.  It  is  designed  for  the  TRS-80  Color  Com- 
puter, but  its  simpliciti/  makes  it  a  candidate  for  con- 
version to  am/  machine.  You'll  learn  how  to  create  many 
types  of  patterns  and  also  some  interesting  tricks  you 
can  use  with  other  Color  Computer  programs. 

This  routine  for  the  TRS  Color  Computer  draws 
star-like  patterns.  It's  a  no-frills  program  which  is 
easy  to  convert  to  other  computers. 

The  stars  can  have  as  many  points  and  sides 
as  you  want.  However,  the  resolution  of  the  TV 
sets  an  upper  limit  of  visibility  at  about  25.  The 
points  used  to  draw  the  stars  are  stored  in  arrays 
X  and  Y;  since  25  is  the  upper  limit,  these  arrays 
are  DIMensioned  to  25  in  line  10.  Lines  20  and  30 
simply  clear  the  screen  and  ask  for  the  number  of 
sides  desired.  After  you've  typed  in  the  program, 
a  good  number  to  start  with  is  17. 

Line  40  puts  the  Color  Computer  into  its 
highest  resolution  mode. 

Lines  50  to  90  use  polar  coordinates  and  the 
computer  draws  an  imaginary  circle.  It  then  finds 
points  that  equally  divide  the  circumference  into 
N  equal  parts.  N  is  the  number  of  sides  you  input 
in  line  30.  The  Color  Computer  is  not  able  to  plot 
points  given  in  polar  form,  so  thev  have  to  be 
converted  to  rectangular  (also  called  Cartesian) 
coordinates.  Each  of  the  points  is  stored  in  the  X 
and  Y  arrays.  If  you  want  to  know  more,  you'll 
find  this  discussed  in  high  school  algebra  books. 

The  96s  in  line  70  are  special  instructions  for 
the  Color  Computer.  The  highest  resolution  screen 
is  264  by  192  separate  dots,  called  pixels.  Since  I 
like  big  pictures,  I'm  telling  the  computer  to  take 
up  the  whole  screen  when  it  draws  its  circle.  A 
circle  with  a  diameter  of  more  than  192  would  be 
too  big  for  the  screen.  Half  of  192  is  96.  In  other 
words,  96  is  the  image  size  and  the  radius  of  the 
circle.  We'll  get  back  to  this  in  a  minute. 

Now  we  have  all  the  coordinates  stored  in 
arrays,  and  the  screen  is  still  blank.  Lines  100  to 
130  draw  lines  between  the  dots.  In  line  120,  the 
128  and  96  refer  to  the  point  (128,  96)  which  is  the 
center  of  the  screen.  That's  where  we  want  the 


center  of  our  circle.  All  the  other  points  in  the 
arrays  are  in  relation  to  the  circle  center. 

Line  140  locks  the  computer  in  a  loop  so  the 
program  continues  running,  and  the  picture  stays 
on  the  screen. 

Now  that  we  have  a  nice  14-line  program 
that  draws  pretty  pictures,  here  are  a  few  sugges- 
tions for  improvements. 

Concentric  Stars 

Remember  line  70  with  its  96?  Instead  of  96,  let's 
put  in  a  variable  R  (for  radius).  Let's  add  a  line:  15 
R  =  96.  If  you  run  the  program,  there  is  no  change 
at  all.  Let's  add  another  line:  135  R  =  R/2:  GOTO 
50.  Now  when  the  program  is  run,  the  machine 
draws  the  star  as  expected.  Next  it  draws  another 
star  half  as  big  inside  the  first  star.  Then  it  draws 
a  star  half  as  big  as  the  second  star  inside  the 
second  star,  and  so  on  forever  or  until  you  press 
the  BREAK  key. 

Of  course,  you  need  not  divide  R  by  2.  You 
could  use  1.4  or  any  other  number  you  like.  You 
don't  need  to  draw  an  infinite  number  of  concen- 
tric stars  either,  if  you  set  up  a  counter.  A  good 
counter  could  be  made  by  adding  these  two  lines. 

35  INPUT  ''HOW  MANY  STARS";  HM 
95C  =  C  +  l:IFC=HMTHENGOTO140 

Multiple  Stars 

So  much  for  multiple  concentric  stars.  Let's  modify 
line  120.  Remember  that  coordinates  128,96  are 
the  center  of  the  screen.  They  are  also  the  center 
of  the  figure.  If  you  change  them,  the  location  of 
the  figure  will  change.  If  you  duplicate  line  120 
(call  it  line  125)  with  the  96  and  128  reversed,  the 
figure  will  appear  twice  on  the  screen.  Maybe 
you'd  like  lots  of  little  stars  on  the  screen  in  dif- 
ferent places.  You  could  do  this  by  making  lots  of 
duplicates  of  line  120  with  different  center  coordi- 
nates. Or  you  could  store  the  coordinates  in  a 
DATA  statement. 

To  use  a  DATA  statement,  first  change  the 
96s  in  line  120  to  DY  (for  data  Y  coordinate)  and 
change  the  128s  to  DX.  Add  line  95  READ  DX: 
READ  DY  and  put  your  DATA  statement  wher- 
ever you  want. 

POKE  For  Speed  And  Sound 

Do  you  want  to  make  the  program  draw  faster?  If 
the  program  is  running,  press  the  BREAK  key. 
Then  carefully  type  POKE  65495,0,  and  press  the 
ENTER  key.  the  program  will  now  run  twict?  as 
fast.  This  POKE  (sometimes  called  vitamin  E,  by 
Color  Computer  users)  doubles  the  rate  of  the 
internal  clock,  but  it  will  not  work  with  all  Color 
Computers,  especially  the  early  models.  The 
drawback  to  this  POKE  is  that  sound  routines  no 
longer  work,  printers  print  garbage,  modems 
don't  work,  and  you  can't  CLOAD  or  CSAVE.  To 

July  1983     COMPUTE!     233 


get  the  computer  back  to  normal  you  can:  (1)  POKE 
65494,0  and  ENTER,  (2)  press  the  reset  button,  or 
(3)  turn  off  the  machine. 

If  you  want  to  use  the  magic  POKE  and  have 
sound  with  the  graphics,  the  wav  to  do  it  is  POKE 
65494,0:  SOUND  1,1:  POKE  65495,0. 


X<25) , Y(25) 


"NUMBER    OF    SIDES" ;N 

1,1 


Stars 

10    DIM 

20    CLS 

30     INPUT 

40    PMQDE    4, 1 : PCLS: SCREEN 

50    FOR     1=1     TO    N 

60     A=I« <3. 14159/ <N/2> ) 

70     X=96*C0S<A) : Y=96»SIN (A> 

80     X  (I>=X:  Yd  )=Y 

90    NEXT     I 

100    FOR    J=l     TO    N 

110    FOR    K=J     TO    N 

120    LINE(X (J)+128, Y (J)+96)-(X 

<K>+12  8, Y (K)+96) , PSET 
130    NEXTsNEXT 
140    60T0     140  © 


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234     COMPmi!     July  1983 


Part  III 


Visiting  The 
VIC-20  Video 


Jim  Butterfield,  Associate  Editor 


This  month  our  traveller  stakes  a  dahn  -  but  discovers 
he  must  first  find  empty  land,  and  must  subsequently 
register  his  address. 


We  know  that  the  VIC-20  video  chip  gets  two 
things  from  memory:  "screen  memory"  and  "the 
character  set."  But  it  sees  the  computer's  memory 
in  an  unusual  way: 


Video 

Chip 

Block 

Number 


Memory 

Address 


How  the  video  chip  sees  memory. 


Suppose  we  want  to  lay  out  our  own  screen 
and  characters.  It  seems  simple  enough:  choose 
the  locations  for  screen  memory  and  character 
set,  and  POKE  the  block  numbers  (screen  block 
times  16  plus  character  block)  into  address  36869. 
If  the  screen  is  positioned  at  an  exact  block  bound- 
ary, we  put  a  low  number  (such  as  22)  into  36866, 
otherwise  we  place  a  high  number  there  (such  as 
22  plus  128,  or  150).  The  22,  by  the  w^ay.  is  for  22 
columns  -  standard  for  the  VIC. 

However,  we  have  two  major  tasks  to  per- 
form. First,  we  must  make  sure  that  the  memory 
we  are  using  to  feed  the  video  chip  isn't  needed 
by  somebody  else.  Second,  we  must  tell  the  VIC-20 
operating  system  about  our  new  screen  location. 
Changing  the  video  chip  isn't  enough  -  the  parts 
of  the  computer  that  print  to  the  screen  must  be 
told  that  the  screen  is  somewhere  else. 

Let's  try  an  example:  we'd  like  to  put  our 
own  character  set  into  a  tiny  5K  VIC.  Things  will 
get  a  little  crowded,  since  we  need  to  use  2K  for 
the  extra  character  set.  But  we  can  make  it  work. 

Finding  Room 

Almost  all  the  spare  RAM  memory  of  the  computer 
is  assigned  to  BASIC.  This  is  to  allow  you  to  write 
programs  as  large  as  possible.  We  must  take  mem- 
ory away  from  BASIC  to  make  room  for  the  new 
video  stuff. 

BASIC  memory  is  a  single  continuous  block. 
It  goes  from  Start-of-BASIC  (whose  address  is 
logged  in  locations  43  and  44)  to  Limit-of- BASIC 
(whose  address  is  logged  in  locations  55  and  56). 
No  breaks:  you  can't  pop  a  screen  jn  the  middle 
and  have  BASIC  memory  skip  around  it.  You  can 
find  the  Start-of-BASIC  address  on  your  machine 
by  typing  PRINT  PEEK(43)  +  PEEK(44)*256;  or  the 
Limit-of-BASIC  address  by  typing  PRINT  PEEK 
(55)-hPEEK(56)=^256.  Remem"ber  these;  they  are  a 

July  1983     COMPUTE!     235 


good  way  to  check  the  values  after  you've  changed 
things  around. 

Making  Room 

We  have  a  choice.  We  can  move  dov^n  the  Limit-of- 
BASIC,  which  will  give  us  room  at  the  top.  We 
can  move  up  the  Start-of-BASlC,  which  will  make 
room  at  the  bottom.  Or  we  can  do  both,  if  we 
don't  mind  the  extra  work.  Whatever  we  do,  we 
must  realize  that  we're  trimming  back  the  area 
available  for  BASIC. 

If  we  move  down  the  Limit-of-BASIC,  we 
must  say  CLR  after  we  do  so.  This  gets  rid  of  vari- 
ables and  strings  that  might  be  in  embarrassing 
places.  Don't  forget  this. 

Moving  the  Start-of-BASlC  upwards  takes  a 
good  deal  of  care.  Rule  1:  We  must  POKE  a  value 
of  zero  into  the  first  available  location.  Rule  2:  We 
must  set  the  Start-of-BASIC  pointer  so  that  it 
points  to  the  next  location  behind  the  zero.  Rule 
3:  When  we're  finished,  we  must  type  NEW  to 
make  sure  that  BASIC  is  cleanly  set  up  in  the  new 
memory  area. 

How  do  we  set  up  these  pointers?  Divide  the 
desired  address  by  256:  the  remainder  goes  into 
the  first  byte,  and  the  quotient  into  the  second 
byte.  For  example:  we  want  to  move  the  Limit-of- 
BASIC  down  to  6144.  6144  divided  by  256  gives  24 
with  zero  remainder,  so  we  POKE  55,0: POKE 
56,24:CLR. 

Another  example:  we  want  BASIC  to  start  at 
5120.  First,  place  the  zero:  POKE  5120,0.  Now, 
the  pointer  must  he  set  to  5121  (behind  the  zero); 
since  5121  divided  bv  256  gives  20  with  a  remainder 
of  1,  we  POKE  43,l:'POKE  44,20:NEW. 

Planning 

We  want  to  set  up  a  complete  character  set,  in- 
cluding the  reverse  characters.  That  will  take  2K 
of  memory-  we  could  do  it  in  IK  if  we  were  willing 
to  skip  the  reverse  characters.  Let's  plan  to  put 
this  at  the  top  of  memory,  starting  at  block  14. 

The  screen  takes  up  half  a  block,  of  course, 
and  it  seems  to  make  sense  to  set  this  up  just  below^ 
the  characters;  so  we'll  pick  block  13.5  (we  can  set 
the  screen  on  a  half-block  boundary,  remember?). 
This  calls  for  a  Limit-of-Memory  of  5632.  You  may 
have  noticed,  by  the  way,  that  the  Limit-of-Mem- 
ory pointer  is  set  one  location  beyond  the  last 
usable  value.  In  other  words,  BASIC  can  use  5631, 
but  it  can't  use  5632,  the  Limit  value. 

Arithmetic  time.  5632  divided  by  256  gives  22 
with  zero  remainder;  so  type: 

POKE  55,0:FOKE  56,22;CLR 

and  the  space  is  allocated.  You  can  try  PRINT 
FRE(O)  and  see  what  a  puny  amount  of  memory 
you  have  left. 

We  haven't  yet  told  the  video  chip  to  use  this 
area.  We're  not  ready  to  point  the  chip  towards 

236    COMPUTtl    July  1963 


the  new  character  set  area;  we  haven't  put  any 
characters  there  yet.  So  let's  move  characters  in  - 
but  wait  a  moment. 

The  new  character  set  would  go  over  top  of 
the  present  screen  location.  This  would  give  us 
an  odd-looking  screen.  We  could  live  with  that 
part,  but  the  screen  would  also  do  odd  things  like 
scrolling,  which  would  move  the  character  set  we 
had  so  carefully  placed.  We'd  better  move  the 
screen  to  a  clear  area  first. 

Moving  The  Screen:  Video  And  System 

The  character  set  can  remain  as  block  zero  for  the 
moment;  we'll  want  to  shift  the  screen  to  block 
13.5,  with  POKES  to  36869  and  36866.  But  we  need 
to  do  two  extra  things  at  the  same  time:  tell  the 
computer  system  where  to  find  the  new  screen, 
and  clean  up  the  screen  area. 

The  POKES  to  36869  and  36866  tell  the  video 
chip  all  it  needs  to  know  about  delivering  the 
screen  memory  to  the  video  output  circuits.  But 
unless  we  tell  the  computer  system  about  the 
change,  it  will  continue  to  put  new  characters 
into  the  old  screen  area.  We  tell  it  with  a  POKE  to 
location  648.  Here's  how  the  arithmetic  goes. 

Divide  the  new  screen  memory  address  by 
256,  and  POKE  the  result  into  address  648.  Our 
example  puts  the  screen  at  5632,  which  gives  22 
when  divided  by  256;  so  we'll  POKE  648,22.  But 
we  need  to  do  everything  together.  Let's  work 
out  the  other  POKEs.  The  screen  goes  to  block 
13.5,  and  the  character  set  remains  at  block  zero 
for  the  moment.  13  times  16  plus  0  gives  208,  so 
we'll  need  to  POKE  36869,208.  The  half-block  is 
logged  into  the  system  with  POKE  36866,128  +  22, 
and  so  we  move  the  screen  with: 

POKE  648,22:POKE  36869,208:POKE  36866,150: 
PRINT  CHRS(147) 

CHRS(147)  is  the  clear-screen  character,  by  the 
way. 

Making  Characters 

Now  we  can  copy  the  character  set  from  its  fixed 
appearance  in  32768  to  our  planned  new  area  at 
6144  and  up.  If  we  copy  the  character  set  exactly, 
we've  wasted  a  lot  of  memory;  we'll  get  the  same 
characters  as  before.  To  show  we  have  control, 
we'll  vary  the  normal  character  set  slightly. 

histead  of  the  normal  graphics  set  -  uppercase 
and  graphics  -  we'll  mix  the  two  as  we  copy  them 
oven  Not  too  useful,  perhaps,  but  when  we  cut 
over  to  the  new  character  set,  you'll  be  able  to  see 
that  something  new  has  happened.  Enter  the 
following  program: 

100  FOR  ]  =  0  TO  255  STEP  2 

110J1=J*8 

120  FOR  K  =  0  TO  7 

130  POKE  Jl  +  K  +  6144,PEEK(J1  +  K +  32768) 

140  NEXT  K 


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REQUIRED.  INCREASES  PRODUCTI- 
VITY -  REDUCES  COSTS.  IDEAL  FOR 
EDUCATION  AND  BUSINESS.  CABLE 
LENGTHS  UP  TO  50  FEET. 

ONLY  $749°^ , 

8  USER  SYSTEM  ONLY  $1 149 


/////////////////i(ii(iiiriiMiitiiiiiiiiniiu\iuuu\\\\w^^^ 
/////////////////i/i/iiiiiiiiiiiiiiiiiinuiun\u\\\\\\\\u^^^^^^ 


DEALER 

INQUIRIES 
WELCOME. 


^UESTAR 


INTERNATIONAL 
INC. 


muhi 

User 
System 


150FORK  =  8TO15 

1 60  POKE  jl  +  K  -f  6144,PEEK{J1  +  K  +  34816) 

170  NEXT  K 
180  NEXT  J 

Run  this  program;  it  will  take  a  minute  or  two. 

The  Final  Touch 

The  screen  has  already  been  moved,  and  the 
character  set  is  in  place  and  ready  to  go.  Let's  cut 
it  in,  and  the  project  will  be  complete. 

The  screen  is  still  at  block  13.5  and  the  new 
character  set  will  be  at  block  14.  So  we  do  13  times 
16  plus  14  and  get  222;  we'll  want  to  POKE 
36869,222.  Since  we're  not  moving  the  screen  this 
time,  the  ''half-block''  value  in  36866  is  still  good, 
we  won't  need  to  change  that.  We're  ready - 
enter: 

POKE  36869,222 

Now  try  typing  or  listing  the  previous  program, 
and  look  at  the  odd  combination  of  characters 
we've  created.  We  must  tie  things  together 
neatly  -  BASIC,  the  Operating  system,  the  video 
chip  -  to  make  it  all  work  properly.  But  with  good 
planning,  we  can  make  the  screen  do  marvelous 
things. 

Copi/ri^iht  ©  1983  jim  Bidkrfield  q 


GRAPHICS  HARDCOPY 


NOW  FOR  NEC  &  OKIDATA 


INCLUDES  CABLE  b 
850  MODULE  NOT 


Dumps  iinyttiiritj  on  the  screon  of  an  AT  ARt 
400/800  to  a  f)nr>u?r  All  gtaphics  &  loxi 
moaes  Plavti's/miissilos/scalmg/groy 
sca!e/GT)A/morei  Works  with  EPSON. 
KEC.  Okidaia.  Centronics  739.  IDS  and 
TrendCOm  SpPCify  800  or  *100  and  printer 
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Turlock.  California  95380  ;•«(■.■.  oiLlWd   n 

*ATARf  IS  n  retjisTerr^d  Uadernark  of  ATARI  CornfJuKfr  \nc 


W^^^    1126 


SOFTWARE 
REQUIRED 


i 


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A  Monthly  Tradition 
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Galaxian $32 

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ET $36 

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Basic  Cartridge  |R) $45 

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Starcross t27 

Deadline  (D)  $34 


KBYTE 

Krazy(each) $34 

LJK 

Letter  Perfect  (D) $104 

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ONLINE 

Wlz&  Princess  (D) .$22 

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Space  Eggs  (D)  $20 

Sneakers  (D) $20 

Way  Out  (0) ......$27 

Bandits  (D)  ....$23 

Fast  Eddy  (R) $27 

SPINNAKER 

Snooper  Troops  #1  (D) .  $30 
Snooper  Troops  #2  (D) .  $30 
Storm  Machine  (0)  .......$23 

Face  Maker  (D).... $23 

STRATEGIC  SIM. 
Shattered  Alliance  (D) .  $28 
Tigers  In  Snow  (C/D)  ....$28 
Battle  otShilori  (C/D)  ..$28 
Battle  of  Norm,  (C/D)  ...$27 
Galactic  Gladiator  (D)  .$27 

Cytron  Masters  (D) $27 

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Protector  II  .{0)S23(R)S29 
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410  RECORDER  ......  $74 

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BOOKKEEPER  KIT    $169 

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Single  Density  Dual $639 

Doubie  Density  Master $515 

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Micromodem  II   $269     Apple-Cat  II 

Stack  Smartmodem  .$215 
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COLOR  II $650 


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D-Cat $155 


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1525  PRINTER    CALL     16K  RAM $86 

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VIC  Forth  (R) $45  Spiders  of  Mars  (R) $34 

HES  Mon  (R) $29  Meteor  Run  {R) $34 

Turtle  Graphics  (R) $29  Amok  (C) $1 7 

HES  Writer  (R) $29  Alien  Blitz  (C) $17 

Aggressor  (R) .....$29  Skymath  (C) $12 

Shamus  (R)  ...$29  Space  Division  (C)  $12 

Protector  (R) $33  Super  Hangman  (C)  .,.,.  $14^ 

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Atari  Laser 
Gunner  II 

A  Vertical  Blank  Enhancement 


ThomosA  sVlarsholl 


The  hnprovemcuts  to  this  prcviousli/  published  game  - 
ami  the  author's  explanations  of  the  tedniiqueslie  used 
-  easily  justify  a  seeond  look  at  Laser  Gunner.  This 
version,  Laser  Gunner  II,  mixes  machine  language  and 
BASIC  to  make  Laser  Gunner  (originally  published  ifi 
November  19S2)  an  even  more  exciting  game.  The  en- 
hancements include  having  both  missiles  on  screen 
sinuiltaneously  and  smoothing  out  the  animation,  even 
as  missiles  are  fired. 


The  concept  of  Laser  Gunner  (COMPUTE!, 
November  1982)  is  excellent,  but  anything  can  be 
improved.  For  example,  all  other  motions  stop 
when  the  missiles  are  fired.  For  continuous  and 
smooth  motion,  the  computer  could  process  the 
missile  horizontal  positioning  during  the  vertical 
blank  (VB)  period. 

The  VB  is  the  time  during  which  the  tele- 
vision's electron  beam  is  turned  off  while  it  returns 
from  the  lower  right  corner  of  the  screen  to  the 
top  left.  Depending  on  the  graphics  mode  and 
other  interrupts,  there  are  approximately  7980 
machine  cycles  available  during  a  single  VB.  (A 
machine  cycle  is  the  smallest  measurement  of 
time  on  your  computer's  internal  "clock/') 

Bringing  VB  Into  The  Picture 

To  utilize  the  VB,  we  first  have  to  tell  the  Operating 
System  (OS)  where  to  go.  We  do  this  by  per- 
forming a  Vertical  Blank  Interrupt  (VBl)  through 
the  Set  Vertical  Blank  Vector  (SETVBV)  routine. 
Before  jumping  to  the  SETVBV,  we  have  to  load 
the  least  significant  byte  (LSB)  in  the  Y-register 
and  the  most  significant  byte  (MSB)  in  the  X-re- 
gister  of  our  VB  machine  language  routine. 

Into  the  accumulator  we  can  place  either  a  6 
or  a  7.  Six  is  for  deferred  mode;  the  OS  does  its 
housekeeping  operations  before  it  executes  our 


code.  Seven  is  for  immediate  mc^de;  the  OS  ex- 
ecutes our  code  first  during  the  VB.  Since  we  will 
be  checking  the  collision  registers,  we  will  be 
loading  a  6  into  the  accumulator.  The  BASIC  pro- 
gram initializes  the  SETVBV  through  the  USR 
statement  on  line  1460.  To  return  control  to  the 
OS,  we  jump  back  through  $E45F. 

The  BASIC  and  the  machine  language  (ML) 
programs  interact  through  several  PEEKs  and 
POKES.  The  ML  program  checks  the  STRIG(O), 
location  $0284,  for  the  press  of  a  button,  and  moves 
both  missiles  horizontally.  Since  the  player/missile 
graphics  are  defined  in  strings,  it  is  easier  to  have 
BASIC  draw  and  erase  the  missiles  by  PEEKing 
the  flags  that  the  ML  program  sets. 

In  the  enhanced  version,  both  missiles  appear 
on  the  screen  at  the  same  time.  This  requires  the 
additional  coding  located  at  S06D7.  The  missiles 
are  defined  as 


BIT 


7      6      5      4      3      2      10 


M3 


M2 


Ml 


MO 


Since  it  is  difficult  for  Atari  BASIC  to  selec- 
tively turn  bits  off  and  on,  we  will  use  ML  to 
change  the  bits.  The  AND  instruction  is  used  to 
set  bits  to  zero  (off).  ANDing  a  bit  with  zero  sets 
the  bit  to  zero.  The  OR  A  instruction  is  used  to  set 
bits  to  one  (on).  By  ORAing  a  bit  with  one,  we  set 
the  bit  to  one.  The  flipping  of  the  missile  bits  is 
done  in  the  subroutines  at  lines  1300-1330.  The 
original  Laser  Gunner  BASIC  program  with  the 
vertical  blank  enhancements  appears  below. 

All  the  lines  after  1280  are  new,  and  the  other 
major  changes  are  from  lines  630  to  735,  and  from 
lines  880  to  900.  In  addition,  to  speed  up  the  verti- 
cal motion  of  the  defender,  the  vertical  step  size 
was  increased  by  two.  The  changes  for  this  en- 
hancement are  in  lines  110,  530,  540,  560,  630, 
640,  and  650. 

July  1983    COMPUTE!    239 


Further  Enhancements 


Laser  Gunner  II 


360  POKE  705, 6* 16+10: REM  SET  COLOR  0 
F  ALIEN  TO  PURPLE 

The  programming  technique  of  performing  370   poke    53249,  1 80:  rem   set   horizonta 
graphics  movement  during  the  vertical  blank  l    position 

^    j^  I  r-  ^  L  L      J.U      \  \      c^C  ^80     POKE     53257,1:  REM     SET     ALIEN     TO     DO 

enhances  Laser  Gunner  almost  to  the  level  of  dif-        ^'^    uble-w  i  dth 

ficulty  of  professional  arcade  games.  Further  390    r^^   set    up    explode*,    use    for    exp 

proeram  execution  speed  can  be  achieved  by  re-  los  i  on    of   alien 

Uving  the  REMs  and  moving  the  part  of  the  --  ^^Jh^^;  J^n^^^  ^ :  REM^^ProSB^o^l^ 

program  that  does  most  ot  the  action  to  the  be-  ^^^   ^^^^   a,  23,  62,  255,  54,  255,  62,  28,  8, 

ginning.  This  shortens  the  memory  that  BASIC  a,  23,62,235,54,235,62,29,8,8,28, 

has  to  search  to  find  line  number  references.  An  54,227,34,227,54,23,8 

additional  enhancement  would  he  to  add  a  sound  ^^^   8?24,  34?  I94!i2!l63!ia:8;  8^' "' '  ^' 

routine  during  the  VB  each  time  the  trigger  is  430    data' 0,  0,  0,  0,  24,  24' 0,  0,  0,  0,  0,  0,  3 

pressed.  2,  s,  24  ,  0,  4  ,  0,  0,  0,  0,  36,  0,  16,  0,  36, 

0, 0, 128, 10, 12  3, 0, 16, 0, 16, 65 

440  DATA  0, 9, 0, 0, 32, 0, 32, 0,8, 0,0, 0,6 
4,  0,  0,  64  ,  0,  4  ,  0,  0,  0,  0,  0,  0,  0,  1  28  ,  0 

^^__      ^S0  RY^INT  (73*RND (0) +32)  : MH= 190  +  RY*2 

0  REM  ■iT;V1=4;1'ili:t:[=4lfi>'J^C  17  i--1-J;H=¥^>  :  rem  ATTRACT  MODE: 

10  GOSUB  1400  455  POSITION  9,5:':'  #6  ;  "  PRESS  "  :  POS  I  T  I 

20  RESTORE  qjnj  9,6:?  #6:  "START" 

100  DIM  PM*  (204S)  : GRAPHICS  2+16  4^0  pQp  i  =  32  TO  1  1 0 : PMS ( P 1  +  I , P  1  +  I  +  1  1 

110  DIM  AL IEN« <  1  1  ), PLAYER*  (  1  1  ), NULLS  )=ALIEN*:IF  I=RY  THEN  PMS(MS  +  RY  + 

<11),  EXPLODE *C12»9),  TARGET  (20)  10,MS  +  RY+10)=CHR*<12) 

120  FOR  1=1  TO  1 1 ; NULL* (I )=CHRt (0) : N  470  if  I>RY  THEN  POKE  53253, MH-I*2 

EXT  I  430  IF  PEEK (53279) >6  THEN  NEXT  I 

130  LEVEL^i5: CNT=15: REM  DECREASE  LEV  490  pM^  ( ms  +  R Y  +  1 0 , MS  +  R Y+ 1 0 > =CHR* < 0 ) 

EL  FOR  A  HARDER  GAME  500  pQpj  1  =  110  TO  32  STEP  -1:PM$<P1  +  I 
140  A  =  ADR (PM*)  : REM  RAW  ADDRESS  , P 1  +  I  +  1  1  ) = AL I  EN* :  I F  PEEK(53279)> 

150  PMBASE=INT < A/ 1024)  *  1024: REM  NEAR  ^  THEN  NEXT  I 

EST  1  K     BOUNDARY  510  if  PEEK ( 53279 )> =7  THEN  450 

160  IF  PMBASE<A  THEN  PMB  ASE  =  PMBASE+ 1  515  POSITION  9 ,  5 : -:>  #6;"  €5  SPACES)  ":P 

024:REM  IF  BELOW  STRING,   GO  TO  N  OSITION  9,6:';'  #6;  "15  SPACESl" 

EXT  IK  BOUNDARY  520  IF  PEEK < 53279 > =3 " THEN  FOR  1=0  TO 
170  S=PMBASE-A: REM  START  OF  PMBASE  I  4:P0KE  53243+ I , 0 : NEX T  I: GRAPHIC 

N  STRING   (OFFSET)  g  0:END 

180  POKE  559,46;REM  SET  DOUBLE-LINE  530  DATA  0,0,224,48,120,63,120,48,22 

RES.  4,0,0 

190  POKE  54277,  PMBASE/256: REM  TELL  A  540  pgp  1  =  1  jq      lliREAD  A :  P L A YER*  <  I  )  = 

NTIC  WHERE  PMBASE  IS  CHR*CA):NEXT   I 

200  POKE  53277, 3: REM  TURN  ON  PLAYER/  550  PY=60:REM  SET  PLAYERS S  VERITCAL  - 

MISSILE  DIRECT  MEMORY  ACCESS(DMA)  LOCATION 

210  PM*=CHR*(0) =PM*(2048)=CHR*(0> :PM  560  PM* ( P0+P Y , P0+P Y + 1 1) =PL A YER* 

*(2)=PM*:REM  CLEAR  OUT  ALL  P/M  M  570  PM*  (  P  1  ,  P D  =CHR*  (  0 )  : PM*  (  P 1  +  1 27 , P 1 


EMORY 


+127)=CHR*(0) :PM*(P1+2,P1+12  7)=P 


220  POSITION  ^f==:^**^;"J,-^f^9-^ne^"  ^yi^  NT  (  78*RND  (  0  ) +32  )  :  PM*  (  P  1  +  A  Y  ,  P 

230  7  #6:FDR  1  =  1  TO  1  0  :  -;>  4*6;"D":NEXT  l  ^  A  Y+ 1  1  )  =  AL  I  EN*  :  REM  RESET  ALIEN 

1: POSITION  0,0  53256,1; REM  PLAYER  &     DOUBLE 

240  REM  STRING  POS  OF  PLAYER  0-3,   AN      ^^'      -WIDTH 

p  MISSILES  IN  STRING^  ^.,._„_^^_      600  POKE  53248,  64:REM  HORIZONTAL  POS 

ITION  OF  PLAYER  0 


p0=S+512:Pl=P0+128:P2=Pl+12a:P3= 


R  :..,   THE  ZUNfc       ^,„^„  ,  ^c.„  OT  LG  0-GOTD  900 :  REM  THE  ALIEN  MISS 

300  POKE  53258,0: POKE  53259, 3: REM  RE  ile  HIT  THE  WftLL  OR  ZONE 

M  MAXIMUM  WIDTH  PY  =  PY - ( D I R= 1 4 )  «  ( PY  ;  32 )  « F + < D I R= 1 3 

310  POKE  706,14:POKE  707,66:REM  SET  ^^^  ^ < p y.  1 0 ) «f7f= 1 = REM  UPDATE  PLAYER 

COLOR  OF  PLAYERS  2  AND  3  )  »  (  r  y  .  i  i  »  J  .r  .  i- 

3-^0  DATA  0  8.28.62,255,62.253.62,28,  650  PM*  (  P0-hPY  ,  P0  +  PY+ 1  1  )  =PLAYER*  :  SOUN 
"^               '  00,0,0,0 

330  FOR  1  =  1  TO  11  =  READ  A : AL I  EN* (  I  ) =C  660  IF  PEEK  ( M0FLG )  = 1  THEN  GOSUB  1310 

HR*(A):NEXT  I : REM  PLACE  INTO  STR  :  REM  ERASE  THE  PLAYER^S  MISSILE 

ING   HENCE  INTO  P/M  MEMORY  670  IF  PEEK ( TR I GFLG ) =0  THEN  GOSUB  13 
-A0  AY="^^-REM  ALIEN  VERTICAL  LOCATION  10:POKE  M0FLG , 0 : TM5=MS+P Y+5 : GOSU 

350  PM*^(p1+AY,P1+AY+11)=ALIEN*:REM  P  B  1300=POKE  TR  I  GFLG  ,  1  :  REM  THE  TR 

LACE  INTO  STRING  INTO  P/M  MEMORY  IGGER  WAS  PRESSED 

240  COMPUTE!  July  1983 


^0  THEN  790: REM 


MISSILE  HIT  THE 


1 1-LEN<STR* ( 


TAR6E 
ft  TAR 


TO 


770 

;60SU 

:  BOSU 
HOLE 


720  IF  PEEK (HITFL6) < 

NO  COLLISION 
725  REM  THE  PLAYERS S 

ALIEN 
7  30  SCR  =  SCRH'10:  POSITION 

SCR) ) /2, 5: 7  #6; SCR 
735  PM*(TMS,TMS>  =CHR*  (0>=POKE  M0FLG, 

1:PDKE  HITFLG, 1 : POKE  53278,0 
740  AY=AY+1:P= PEEK (705): REM  PRESERVE 

COLOR  OF  ALIEN 
750  FOR  1=0  TO  1  1  :  Z  =  I  * 9 : PM*  ( P 1 + A Y ^ P 1 

+AY+9)=EXPL0DE*(Z+l,Z+9) 
760  POKE  70S, PEEK C53770> ; POKE  53279, 
0:SOUND  0, I «2,0, 15-1 : FOR  W= 1  TO 
2: NEXT  WsNEXT  I 
770  POSITION  5,5:PRINT  «6;" 

C10  spaces:": REM  ERASE  SCORE 
780  SOUND  0,0,0, 0:POKE  705,P;BOTO  570 
790  IF  AY=PY  THEN  870iREM  TOO  CLOSE 

FOR  COMFORT 
800  IF  TARGET=0  THEN  GOSUB  950 
T=TARGET ( INDEX) : REM  SELECT 
GET 
810  IF  AY<>TARGET  THEN  840 
820  CNT=CNT-1:IF  CNT  THEN  hZ0 
830  CNT=LEVEL: GOTO  870 
940  AY=AY+SGN (TARGET-AY) : REM  MOVE 

WARDS  TARGET 
850  PM*(P1+AY,P1+AY+11>= ALIEN* 
860  GOTO  630 

870  IF  ABS ( AY-PY) < 10  THEN  GOSUB 
875  IF  PEEK ( ALIEFLG)=0  THEN  630 
880  POKE  ALIEFLG, 0: TMlS=MS+AY+5 

B  1320; TTAY=AY: GOTO  630 
900  P=ASC(PM$CP2+TTAY+5) >*2-2S6 
B  1330:POKE  5327S,0:REM  CUT 
IN  WALL 
910  IF  P<0  THEN  990:REM  WALL  DESTROYED 
920  PM*(P2  +  TTAY+S^P2  +  TTAY^5) =CHR«  <P) 
930  GOTO  630 
940  REM  PICK  A  TARGET 
950  INDEX=INDEX+1: TARGET ( INDEX )=INT( 

78*RND (0) +32) iRETURN 
970  IF  INDEX=1  THEN  950 
980  TARGET=TARGET(INT(INDEX*RND(0)+1 

>  >  :RETURN 
990  REM  DESTRUCTION  OF  PLAYER 
1000  FOR  1  =  1  TO  100:  Z  1=TTAY  +  5h-I  :  Z2  =  T 

TAY+5-I 
1005  PM* <TMS, TMS)=CHR* (0> :POKE  M0FLG 

, 1:P0KE  M0PFLG, 72 
1010  IF  ZK126  THEN  PM*  (  P2  +  Z  1  ,  F2  +  Z  1  ) 

=CHR* (0> 
1020  IF  Z2>30  THEN  PM* < P2+Z2 , P2+ Z2 ) = 

CHR* (0) 
1030  IF  ZK126  OR  Z2>30  THEN  NEXT  I 
1040  FOR  1=30  TO  1  STEP  -IrFOR  J=0  T 
O  20  STEP  3;S0UND  0 , J+ 1 , 1 0 , 8 : PO 
KE  707, PEEK (53770) :NEXT  J:NEXT 
I 
1050  SOUND  0, 0, 0, 0: SOUND  1,0,0,0:POK 
E  707,14:FOR  W=i  TO  50:NEXT  W=P 
OKE  707,0 
1060  FOR  1=0  TO  15  STEP  0.2:SOUND  0 

I,8,I:P0KE  704, 16+I:NEXT  I 
1070  SOUND  0,0,0,0 
1080  Z1=PY: Z2=PY: INCR=0 
1090  Z1  =  21-HNCR*(Z1<128):  Z2=Z2-INCR« 

(Z2>=0):POKE  704, PEEK (53770) 
1100  PM* (P0+Z1  , P0  +  Z1  ) =CHRS (255)  : PM*  < 
P0+Z2, P0+Z2) =CHR* (255) : POKE  532 
79,  0 
1110  INCR=INCR  +  0,  5;  IF  ZK127  OR  Z2>0 

THEN  1090 
1120  FOR  1=1  TO  100:POKE  704,PEEK(53 
770)sNEXT  I 


1  1  30 
1  140 

1  150 
1  160 


1  170 
1280 
1299 
1300 

1309 

13  10 


1319 
1320 


1329 
1330 


1400 

1410 
14  20 
1430 
1440 
1450 
1460 
1500 

1509 
1510 


1530 
1540 


1550 

1560 

1570 

15B0 

1590 

1600 

1610 
1620 

1630 

1640 

1650 
1660 


FOR  1=0  TO  7:P0KE  53248+ I , 0 : NE X 

T  IsGRAPHICS  18  

POSITION     4,0:PRINT     **6;  "  UfcSdt^l^til 

nnSS": POSITION     3,5:PRINT     tt6;"yo 

ur     score     was:"; 

POSITION     10-LEN(STR*(SCR))/2,7: 

PRINT     *»6;SCR 

FOR     1=15     TO     0     STEP     -0.2:SOUND     0 

,10+10«RND(0),0,I: SOUND     1 , 100+1 

0*RND (0) , 16, I 

SETCOLOR     4, 3, 14*RND (0) : NEXT     I 

RUN 

REM 


Q=USR(ANORA,ASC(PM*(TMS,TMS) ) ,3 

,2) :PM*(TMS,TMS)=CHR*(Q> : RETURN 

REM     ■SOXHSHIia 

Q=USR (A NOR A, ASC ( PM* ( TMS , TMS ) ) , 1 

2, 1):PM*(TMS,TMS>=CHR*(Q) : RETUR 

N 

REM     ■ZESBSS 

Q  =  USR (ANORA, ASC (PM*  <TM1S, TMIS)  > 

, 12,2) ;PM^(TM1S,TM1S)=CHR*(Q)JR 

ETURN 

REM    ■SF»H^=4:m 

Q=USR(ANORA, ASC(PM*(TM1S,TM1S) > 

, 3, 1 ) :PM* (TMIS, TM1S>=CHR* ( Q ) : RE 

TURN 
TRIGFLG=1546:HITFLG=1547:M0FLG= 

1548:TMS=1 :TMlS=i 

ALIEFLG=1550; C0LFLG=1551 

AN0RA=1753: CMPFLG=15S3 

IF  PEEK (  1753>  =  104  THEN  RETURN 

GRAPHICS  18:':>  #6  ;  "  I  N  I  T  I  AL  I  Z  I  NG" 

RESTORE  1500: GOSUB  1500 

A=USR(1536> : RETURN 

FOR  1=1536  TO  1552:READ  A:POKE 

I , A: NEXT  I 

REM  ■i^:fc*^t^^J^*il»i^"i^-V^ 

DATA  104. 169,6, 17  0, 160,22,32,92 

, 228,96, 1 , 1 , 1 , 72, 1 ,0, 180 

FOR  1=1558  TO  1709:READ  A:POKE 

I,  A:  NEXT  I 

REM  ■=fciUfc*MB=»atim^:rc»:lillAiitII=M 

DATA  173, 13  2, 2, 201 ,0, 240,2, 208, 

12, 205, 12, 6,240, 12, 169, 0, 14  1 , 10 

, 6, 24  0 

DATA  58*205, 12,6, 240, 53, 238, 13, 

6, 238, 13,6, 173, 13, 6, 141 , 4, 208, 1 

73,  8 

DATA  208,41,2,208,9, 173, 13, 6, 20 

1, 190, 144,27, 176, 15, 173, 13,6,20 

1 , 170, 144 

DATA  18, 169, 0,141, 30, 208, 141,11 

,6, 169, 1 , 141 , 12,6, 169, 72, 141 , 13 

.6, 173 

DATA  14, 6, 201 , 0, 208,63, 173,9,20 

8,41, 1 , 203, 2  1 , 173,9,208, 41 , 12,2 

08,  29 

DATA  206, 16, 6, 206, 16,6, 173, 16,6 

,141, 5, 208, 208, 35, 169, 1,141, 17, 

6,141 

DATA  12,6, 169, 72, 141, 13, 6, 208,5 

, 169, 1 , 14  1 , 15,6, 169, 0, 141 , 30, 20 

8,  169 

DATA  1,141,  14,6,  169,  180,  141,  16, 

6, 76, 95, 228 

FOR  1=1753  TO  1791:READ  A:POKE 

I,A:NEXT  I 

REM  ■■  fill  lrMrTiUJh*^M^=» 

DATA  104, 104, 104, 141,215,6, 104, 

104, 141 ,216,6, 104, 104,201, 1 ,208 

, 9, 173, 215, 6 

DATA  45,216,6,76,249,6,173,215, 

6, 13,216,6, 133,212, 169,0, 133, 21 

3,  96 

RETURN  Q 


My\9B3    COMPOTE!     241 


Tl  Mailing  List 


Doug  Hapemon 


This  program  can  be  used  for  developing  small  mailing 
lists,  for  families  or  for  organizations.  There  are  ten 
options,  including  printing  a  single  label  or  an  entire 
alphabetized  mailing  list.  For  the  TT99/4A, 


Have  you  ever  kept  a  file  of  addresses  on  index 
cards,  hoping  to  organize  them  someday  in  an 
orderly  fashion?  It  sounds  simple,  but  in  practice 
you  know  how  difficult  it  is  to  organize  and  update 
a  paper-based  filing  system.  "TI  Mailing  List" 
offers  you  an  easy  method  of  creating,  main- 
taining, and  utilizing  a  mailing  list  file. 

Without  any  programming  experience  you 
can  keep  an  up-to-date,  well-organized  file.  The 
program  will  promf)t  you  step-by-step  through 
the  entry  of  names,  addresses,  and  phone  num- 
bers.  Then,  with  a  few  simple  keystrokes,  you 
can  update  your  file,  print  lists  in  two  different 
modes,  or  save  your  file  on  a  storage  device.  It's 
that  easy. 

TI  Mailing  List  is  designed  specifically  as  a 
family  mailing  list,  but  is  flexible  enough  to 
accommodate  a  number  c^f  applications.  The  pro- 
gram will  store  last  names,  first  names,  children's 
names,  addresses,  and  phone  numbers. 

The  program  is  written  in  a  Canadian  format, 
that  is.  Province  and  Postal  Code.  However,  the 
format  can  be  easily  adjusted  to  the  American 
system  as  you  type  in  the  program. 

Program  Environment 

The  program  is  set  up  for  45  entries.  After  45  en- 
tries you  will  be  given  the  message  *DATA  FILE 
IS  FULL*.  This  feature  will  prevent  your  program 
from  crashing  with  a  MEMORY  FULL  error  mes- 
sage. If  you  have  more  than  45  addresses  to  enter, 
you  may  easily  divide  your  list  into  two  or  more 
files  -  for  example:  (A  -  L)  and  (M  -  Z), 

When  you  RUN  the  program,  the  initial  Htle 
screen  appears.  The  next  display  permits  you  to 
inifialize  the  printer.  Be  sure  to  enter  the  proper 
name  and  spelling  of  the  device  you're  using, 
because  an  improper  name  will  cause  the  program 
to  break  when  you  attempt  to  address  the  device 
later  in  the  program. 

Ten  Options 

Once  the  computer  "environment"  is  established, 

2A2     COMPUTE*     July  1983 


you  are  taken  to  the  Main  Index.  Here  you  will 
discover  ten  options: 

1  View  Names  List 

2  Search  For  a  Name 

3  Add  Names 

4  Change  Names 

5  Delete  Names 

6  Alphabetize  List 

7  Save  Data  File 

8  Load  Data  File 

9  Print  Labels/List 
10  Finish  Session 

Of  course,  to  create  a  mail  list  you  would  first 
choose  option  3  (Add  Names).  The  other  options 
will  enable  you  to  update,  maintain,  and  utilize 
an  existing  file.  The  program  will  guide  you  step- 
by-step  through  the  procedure  for  each  option. 
There  are  many  helpful  features,  such  as  the 
Search,  Change,  and  Delete.  You  can  also  enter 
names  and  addresses  in  any  order,  and  then,  by 
choosing  the  Alphabetize  option,  have  the  com- 
puter sort  them  for  you. 

The  Data  File 

The  program  is  written  to  both  save  and  load  data 
files  for  either  cassette  or  disk  storage.  When  you 
choose  either  the  Save  or  Load  option,  you  will  be 
given  any  further  step-by-step  instructions. 

Print  Options 

The  program  offers  you  two  print  options  -  one 
for  mailing  labels,  and  the  other  for  the  mailing 
list. 

The  Print  Labels  option  will  print  the  first 
name,  followed  by  the  last  name,  and  then  the 
address  on  lines  two  and  three.  For  example: 

John  Doe 

1234  Street  Address 

City  Province  Postal  Code 

The  Print  Mailing  List  option  will  print  the 
last  name  first,  followed  by  the  first  name  and 
children's  names,  with  the  address  on  line  two, 
and  the  phone  number  on  line  three.  For  example: 

Doe,  John  Mary  Joe/Sally 

1234  Street  Address  City  Province  Postal  Code 

(p)-444/4456 

Line  spacing  between  addresses  is  flexible  via  a 
minor  program  change.  If  you  wish  to  alter  the 


line  spacing,  program  lines  497  (labels)  and  517 
(list)  may  be  adjusted  by  either  increasing  or  de- 
creasing the  number  of  colons  (:)  at  the  end  of 
each  line.  Each  colon  represents  one  line  space. 
For  example; 

#497  PRINT  #2:TAB<5);NA$(I);"     ";LNS(I):TAB(5); 
AD$(I):TAB(5);CPS(I};"     '';PCS(I)::::  {Add  or 
delete  colons  here.) 


In  the  Print  Labels  option,  you  may  wish  to 
print  two  labels  per  line  instead  of  one.  If  so,  you 
should  adjust  the  line  listing  as  follows: 

(Chg)  #487  FOR  I  =  1  to  N  STEP  2 

(Chg)  #497  PRINT  #2:TAB(5);NA$(I);"  ";LN$(I); 

TAB(45);N ASd  +  1);"  ";LN$(I  +  1):TAB(5); 

AD$(I);TAB(45);AD$(I  +  1) 

(Add)  #498  PRINT  #2:TAB(5);CPS(I);"  ";PC$(l); 

TAB(45);CP$(I  +  1);"  ";PC$(I  + 1):::: 

The  Search  option  permits  the  printing  of  a 
single  mailing  label  After  finding  the  name  you 
are  seeking,  the  display  asks  if  you  would  like  a 
mailing  label  printed.  If  yes,  the  program  branches 
to  the  print  routine  and  then  returns  to  the  search 
option. 

TI  Mailing  List  Program  Structure 
Line  Nos. 

1-21   REMs  and  computer  en\'ironment. 

23-47  Main  loop,  main  index. 

49-73  Sub ro u tine  to  vie vv  nam es . 
75  - 109  Subroutine  to  search  for  a  name. 
111-181  Subroutine  to  add  names. 
183  -  285  Subroutine  to  change  data. 
287-331   Subroutine  tt> delete  names. 
333  -  423  Subroutine  io  alphabetize  li.st. 
425  -  441  Subroutine  to  save  data. 
443  -  471  Subroutine  to  Itiad  data. 
473-521  Subroutine  to  print. 
523-533  Subroutine  to  finish  session. 


TI  Mailing  List 


I  REM<4  SPACES>99/4A  MAIL  LIST 
C5     SPACES> 

5  REMC3  SPACESl «*COMPUTER  ENVIRONMEN 

T«« 
7  DIM  LN* (45> ,NA*(45) , CH* (45) , AD» (45 

> ,CP* (45) ,PCt (45) ,TP* (45) 
9  CALL  CLEAR 

II  PRINT  "  tiZ     SPACES>99/4A  MAILING 
LISTC3  SPACES>*" :::::::::: : 

13  INPUT  "<4  SPACEB>PRESS  ENTER  TO  B 

E6IN": X* 
15  CALL  CLEAR 

17  PRINT  "iS  SPACESJWHAT  IS  THE  NAME 
0F":"C4  SPACES>YOUR  PRINTIN6  DEV 

ICE?": : "    (EXAMPLE:  RS232. BA=4800) 


RKINB" 
23  REM<3  SPACES> ttMAIL  LIST  MENUt* 
25  CALL  CLEAR 

27  PRINT  " iB     BPACES>MAIN  INDEX":::: 
29  PRINT  "PRESSt3  SP ACES>TO " : : : 
3i  PRINT  -*         1        =   VIEW  NAMES  LIST":" 
2   =   SEARCH  FOR  A  NAME":"    3 

=   ADD  NAMES":"    4   =   CHANGE  NAMES' 

33  PRINT  "   5   =   DELETE  NAMES":"   6 
=   ALPHABETIZE  LIST":"    7   =   S 

AVE  DATA  FILE":"   B   =   LOAD  DATA 

FILE" 
35  PRINT  "    9   =   PRINT  LABELS/LIST" 

:"  10   =   FINISH  SESSION"--::: 
37  INPUT  P 
39  IF  P>10  THEN  37 
41  IF  P<1  THEN  37 
43  CALL  CLEAR 
45  ON  P  GOSUB  51,77,113,185,289,335, 

427,445,475,525 
47  GOTO  25 
49  REM{:4  SPACES>»tVIEW  NAMES  LISTt* 


51 
53 
55 
57 

59 
61 

63 

65 
67 
69 
71 


73 
75 
77 
79 
81 
83 

85 
87 
89 


91 


T  =  0 

FOR  1=1  TO  N 

T  =  T+1 

PRINT  NA»(I)  ,LN»(I)  : CH*  (  I )  i AD* ( I) 


(P) 


iTP*( I ) : 


TO  CONTINUE* 
MAIN  INDEX*" 


: CP* (I ) : PC* (I ) : 

IF  T<2  THEN  69 

PRINT  "  tPRESS  ENTER 

":"  »- "R" ", ENTER  FOR 

INPUT  X* 

IF  X*="R"  THEN  73 

T  =  0 

NEXT  I 

INPUT  "C7  SPACES>»END  OF  FILE* 

t9  SPACES>*PRESS  ENTER  TO  CONTINU 

E  «  "  :  X  * 

RETURN 

REMC4  SPACES>**SEARCH  NAMES** 

INPUT  "LAST  NAME?  " : Y* 

FOR  1=1  TO  N 

IF  LN*(I)<>Y«  THEN  103 

PRINT  : : : "    IS  THE  PERSON: " : : " 

;NA*(I > : "    " ; LN* (I) : : 

INPUT  "    (Y/N>?":X* 

IF  X*="N"  THEN  103 

PRINT  : : : NA* ( I ) , LN* ( I ) : CH* ( I ) : AD* 

(I) :CP*(I) :PC* (I) : " (P)-";TP*(I) : : 


93 
95 
97 

9  9 
101 
103 
105 


19  INPUT  P* 

21  G*="C7  SPACES>PLEASE  WAIT..- 

C7  SPAC£S>WHILE  THE  PRINTER  IS  WO 


107 
109 
111 

1  13 
1  15 
117 
119 

121 
123 
125 


INPUT 
RINTC6 
Y  /  N  >  "  : 
IF  Z*< 
BOSUB 
INPUT 
:  X* 

IF  X*  = 
SOTO 
NEXT 
PRINT 
SEARC 
FILE 
GOTO 
RETUR 
REM<4 
{5  SP 
A  =  N+1 
FOR  I 
CALL 
PRINT 
(MA 
PRINT 
INPUT 
PRINT 


t3  SPACES>DO  YOU  WISH  TO  P 
SPACES}A  MAILING  LABEL?    ( 

Z* 

>"Y"  THEN  97 

495 

"SEARCH  MORE  NAMES?    (Y/N)" 

"Y"  THEN  77 
109 
I 
: : : "   THE  " j Y*: "   YOU  ARE 

HING  FOR":"    IS  NOT  IN  THIS 
■■  .  .  . 

97 
N 

SPACES>*«ADD  NAMES** 
ACES> 

=A  TO  45 
CLEAR 

::::"ENTER  DATA:   ";"«";!;" 
X: 45)  ":  :  : 

*LABT  NAME: " 

LN*  (I) 

: "    *FIRST  NAME(S) : " 


July  1983    COMPUTE!     243 


127 

129 


131 
133 
135 
137 


INPUT  NA* (I ) 

PRINT  :"    tCHILDREN: ": " 

13  SPACESJNOTE--DQ  NOT  USE  COMMA 

S  •  " 

INPUT  CH*(I) 

PRINT  :"    tSTREET  ADDRESS:" 

INPUT  AD»(I) 

PRINT  :"    tCITY/PROVINCE: -: " 


139 
141 
143 
145 
147 
149 
151 
153 
155 
157 


159 

161 

163 
165 
167 
169 
17  1 

173 
175 
177 
179 


181 
183 
185 


187 

189 
191 
193 
195 

197 
199 
201 

203 


SPACES>NOTE DO  NOT  USE  COMMA 


CP*  <I) 

:  "    tPOSTAL 

PC* ( I ) 

:"    «PHONEi» 

TPSd  ) 


<3 

S  f  " 

INPUT 

PRINT  :  ■■    tPOSTAL  CODE: 

INPUT 

PRINT 

INPUT 

V=I 

REMC3  SPACES>«*VERIFY  ENTRIES** 

CALL  CLEAR 

PRINT  "ENTRY";  "#'»;  V:  :  : 

PRINT  "YOU  ENTERED:"::"    ";LN*<v; 

);",   ";NA*(V>:"    ^';CH*(V>:"    ";A 

DS (V)  :  "    "5  CP*  <V> 


;PC* (V) : 


PHONE:   ";TP 


ANYTHING?    (Y/N> 


THEN  171 


PRINT  " 

♦  (V>  ::;:::: 

INPUT  "CHANGE 

X$ 

IF  X«<>*'Y" 

C  =  N+1 

CALL  CLEAR 

GOSUB  201 

INPUT  "ADD  MORE  NAMES?    (Y/N)":X 

S 

N  =  N+1 

IF  X«="N"  THEN  181 

NEXT  I 

INPUT  "<:4  SPACES>«DATA  FILE  IS  F 

ULL*C6  SPACESltPRESS  ENTER  TO  CO 

NTINUE*" : X* 

RETURN 

REMC4  SPACES>««CHANGE  DATA** 

PRINT  "    LAST  NAME  OF  THE  PERSON 

t3  SPACES>WHQSE  DATA  IS  TO  BE  CH 

ANGED: ": : : : 

INPUT  C* 

CALL  CLEAR 

FOR  C=l  TO  N+1 

IF  LN«(C)=C«  THEN  195  ELSE  239 

PRINT  "IS  THE  PERSON:":"    " ; NA* < 

C)  :  "    ";  LN* (C)  :  : 

INPUT  "    (Y/N>?":X* 

IF  X*="Y"  THEN  201  ELSE  239 

PRINT  ::::::: "PRESSC3  SPACES>TO 

CHANGE": : 

PRINT  "    1    =   LAST  NAME":"    2 

FIRST  NAME<S)":"    3   =    CHILD 
REN"s"    4   =  STREET  ADDRESS" 


205  R=C 

207  R*="  *ENTER  THE  NEW  DATA:" 

209  PRINT  "   5   =   CITY/PROVINCE":" 

6   =  POSTAL  CODE":"    7   =*   PHO 

NE":"  8   = NO  CHANGE"::::::: 

211  INPUT  P 

213  CALL  CLEAR 

215  IF  P<1  THEN  211 

217  IF  P>8  THEN  211 

219  IF  P=B  THEN  229 

221  ON  P  GOSUB  245,251,257,263,269,2 

75,281 
223  PRINT  :  :  "MORE  CHANGES  FOR:'*:" 

;NA* (R)  :  "    " ; LN*  (R)  :  : 
225  INPUT  "    <Y/N)?":Y* 
227  IF  Y*<>"N"  THEN  201 
229  PRINT  :::"CHAN6E  DATA  FOR  OTHER 

NAMES?": : : 
244    COMPUTE!     July  1983 


231 

233 
235 
237 
239 
241 
243 
245 

247 
249 
251 

253 
255 
257 

259 
261 
263 

265 
267 
269 

271 
273 
275 

277 
279 
28  1 

283 
285 

287 
289 
291 
293 
295 

297 
299 
301 
303 
305 
307 
309 
31  1 
313 
315 
317 
319 
321 
323 
325 
327 
329 
331 
333 

335 


337 
339 
341 
343 
345 
347 
348 
349 
351 
353 
355 
357 
359 


Z* 


185 


LOOPS** 

: :LN« (R) : r 


NAME ( S  >  WERE :  " :  : NA* 


WERE: 


CH* (R) : 


INPUT  "    (Y/N)  " 

CALL  CLEAR 

IF  Z*<  >"N"  THEN 

RETURN 

NEXT  C 

RETURN 

REMC3  SPACES>**CHANGE 

PRINT  "LAST  NAME  WAS: 

:  Rt 

INPUT  LNt(R) 

RETURN 

PRINT  "FIRST 

(R) : : : R* 

INPUT  NA*(R) 

RETURN 

PRINT  "CHILDREN 

:R* 

INPUT  CH*(R) 

RETURN 

PRINT  "ADDRESS  WAS : " : : AD* ( R ) : : : R 

* 

INPUT  AD*<R) 

RETURN 

PRINT  "CITY/PROVINCE  WAS:"::CP*< 

R> : : :R* 

INPUT  CP*(R> 

RETURN 

PRINT  "POSTAL 

:  :  :  R* 

INPUT  PC*<R) 

RETURN 

PRINT  "PHONE 

) : : =R* 

INPUT  TP*(R) 

RETURN 

REM<4  SPACES>*«DELETE  NAMES** 

INPUT  "LAST  NAME?  '•:Xt 
FOR  1=1  TO  N 

IF  LN*(I><>X*  THEN  325 
PRINT  :;:"IS  THE  PERSON:":"    ";N 
A*(I > : "    " ;LN* (I ) : : 
INPUT  "    <Y/N)?":Y* 
IF  Y*<>"Y"  THEN  325 
A=I 

FOR  D=A  TO  N 
LN*  (D)  =LN*(D-i-l  ) 
NA* (D) =NA*  £D+1 > 
CH* (D) =CH*(D+1 ) 
AD* (D>=AD«<D+1 > 
CP* (D>=CP*<D+1 > 
PC* (D>=PC* (D+l > 
TP* (D>  =TP* (D-H  ) 
NEXT  D 
N  =  N-1 
GOTO  327 
NEXT  I 

INPUT  "MORE  DELETIONS?   <Y/N)":X* 
IF  X*="Y"  THEN  289 
RETURN 

REMC3  SPACES>**ALPHABETIZE  LIST* 
tiZ     SPACES> 

PRINT  " Cy     SPACES>PLEASE  WAIT..." 
;;:"  THE  LIST  IS  BEING  ARRANGED" 


CODE  WAS: "r : PC* (R) 


NUMBER  WAS:"::TP*(R 


B=l 

B  =  2*B 

IF  B<=N  THEN  339 

B=INT (B/2) 

IF  B=0  THEN  369 

FDR  Y=l  TO  N-B 

X=Y 

I=X  +  B 

IF  LN*<X>=LN*(I)THEN  363 

IF  LN*(X)<LN*<I)THEN  365 

GOSUB  381 

X  =  X"B 

IF  X>0  THEN  349 


361  GOTO  365 

363  GOSUB  373 

365  NEXT  Y 

367  GOTO  343 

369  RETURN 

371  REMC3  SPACES! ««ORDER  FIRST  NAMES 

«*C3  SPACES> 
373  IF  NA«  (XXNA*  (  I  JTHEN  377 
375  BOSUB  381 
377  RETURN 

379  REMt3  SPACES> » tCHANGE  ORDER** 
381  N*=LN*(X) 
383  LN*(X) =LN«C I) 
3B5  LN*<I>»N* 
387  N*=NA*(X) 
389  NA*(X)=NA*(I) 
391  NA*tI>=N4 
393  N*=CH*(X> 
395  CH*(X>=CH*(I) 
397  CH*(I)==N* 
399  N*=AD*<X> 
401  AD* ( X  >  =AD* ( I > 
403  AD*(I)=NS 
405  N*=CP«(X> 
407  CP*(X)=CP* (I > 
409  CP*<I)=N* 
411  N*=PC*(X> 
413  PC* (X ) =PC* ( I ) 
415  PC*(I>=N* 
417  N*=TP*<X) 
419  TP* CX>=TP* ( I > 
421  TP*(I)=N* 
423  RETURN 
425  REMC3  SP ACES> < *SA VE  DATA  FILE** 

C5  SPACES} 
427  GQSUB  467 
429  OPEN  #1 :L*, INTERNAL, OUTPUT, FIXED 

150 
431  PRINT  #1:N 
433  FOR  1=1  TO  N 
435  PRINT  #1 :LN* (I > ,NA* ( I > , CH* (I ) , AD 

*  (  I >  , CP*  (  I )  , PC* ( I >  , TP* ( I ) 
437  NEXT  I 
439  CLOSE  #1 
441  RETURN 
443  REMt4  SPACES> * *LOAD  DATA  FILE** 

{6  SPACES> 
445  GOSUB  467 
447  OPEN  #1  : L*,  INTERNAL,  INPUT  , FIXED 

150 
449  INPUT  #1:N 
451  FOR  1=1  TO  N 
453  INPUT  #1 :LN*<  X )  , NA* ( I >  , CH* (I >  , AD 

*(I),CP*(I) ,PC*(I>,TP*<I) 
455  NEXT  I 
457  CLOSE  #1 
459  CALL  CLEAR 
461 


PRINT  "    "jL* 

; N; "ENTRIES- " 

MAXIMUM*": : : 


THIS  FILE  HAS" 
*45  ENTRIES  IS 


463 

465 
467 


469 

471 
473 

475 


tPRESS  ENTER  TO  CONTINUE 


INPUT 

«";  X* 

RETURN 

PRINT 

E  OF": 

VICE?" 

E>  "::;::: ; 

INPUT  L* 

RETURN 

REM    **SUB 

* 

PRINT  "PRESSt3  SPACES>TO  PRINT 

::"    1C5  SPACES>MAILIN6  LABELS 

:"    2t5  SPACES>MAILING  LIST":: 


<5  SPACES>WHAT  IS  THE  NAM 
C4  SPACES>YOUR  STORAGE  DE 
:  "(EXAMPLE:  CSIOR  DSKl.FIL 


TO  PRINT  LABELS/LIST* 


477 
479 
481 
483 
485 
487 
489 
491 
493 
495 
497 


499 
501 
503 
505 
507 
509 
51  1 
513 
515 


517 
519 
521 
523 

525 


527 
529 
531 


INPUT  P 

IF  P<1  THEN  477 

IF  P>2  THEN  477 

PRINT  s:sis::£r:*so* :*::•■■•»- 

IF  POl  THEN  505 

FOR  1=1  TO  N 

GOSUB  495 

NEXT  I 

RETURN 

OPEN  #2:P* 

PRINT  #2:TAB(5> ;NA*(I) ; "  " ; LN* ( I 

) :TAB(5) ; AD*(I ) :TAB<5) ; CP* ( I > ; " 

" ;PC* ( I ) : : : : 
CLOSE  #2 
RETURN 

REMC4  SPACES>«*PRINT  MAIL  LIST** 
FOR  1=1  TO  N 
BOSUB  513 
NEXT  I 
RETURN 
OPEN  #2:P* 

PRINT  #2:TABt5J ;LN*( I) ; ",   " ; NA* ( 
I) ; "t6  SPACES>"5CH*( I> :TAB(5) ; AD 
*  (  I  )  ;  "  <:3  SPACES>  "  ;  CP*  (  I)  ;  "  "  ;  PC*  (  1  ) 
PRINT  4t2:TABt60>  ;  "  (P)-";TP*<I>  :  : 
CLOSE  #2 
RETURN 

REMC3  SPACES>*«FINISH  SESSION** 
<5  SPACES> 

INPUT  "C7  SPACES>DO  YOU  WISH  TO 
<10  SPACES>TERMINATE  THIS  SESSION 
7^5  SPACES > ( Y/N) ": X* 
CALL  CLEAR 
IF  X*<>"Y"  THEN  25 
PRINT  "{6  SPACES>HAVE  A  NICE  DAY 


533     STOP 


TI-99/4A 


(5^, 


i  ii'^ 


/ 


NEW  FROM  COMPUTE* 


PROGRAMMER'S 

REFERENCE 

GUIDE 

FOR  THE  TI-99/4A' 


by  C.  Regena, 
COMPUTE!  Columnist 


Contains  over  40  programs!  An  indispensable  guide  to 
understanding  your  TI-99/4A.  Everything  you  need  to  know 
about:  learning  BASIC,  editing,  variables,  graplilcs,  music, 
speech,  mathematical  functions,  using  fiJes  and  arrays, 
sorting,  conserving  memory,  and  much  more.  Useful  for 
everyone  from  beginners  to  experienced  programmers. 

ILBSEKVIS  TOUR  FIBST  EBITION  T0BA71 


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July  1983     COMPUTE!     245 


VIC  Bitmapping 


C  D  Lane 


If  you  dont  think  that  there's  enough  space  in  an  unex- 
panded  VIC  to  create  exciting,  high  resolution  graphics, 
you're  in  for  a  surprise, 

Bitmapping,  controlling  each  tiny  dot  on  the  TV 
screen,  is  the  only  way  to  gain  total  control  over  the 
video  image.  The  finest,  sharpest  graphics  result  whefi 
you  govern  each  point  of  light  separately. 

This  article  deals  exclusively  with  BASIC  pro- 
gramming and  contains  a  ready-to-run  demo  program 
along  with  an  engaging,  high-resolution,  two-player 
game  called  "Lines/'  Nevertheless,  some  of  the  concepts 
here  might  be  nezo  to  the  beginning  VIC  user  so  toe've 
provided  a  brief  dictionary  of  the  more  complicated 
terms. 


Bitmapping  allows  us  to  turn  any  bit  on  the  screen 
on  or  off,  usually  under  the  control  of  a  program. 
Bitmapping  the  VIC's  screen  requires  software 
routines  to  plot  the  bits,  proper  initialization  of 
the  video  registers,  and  most  of  RAM  to  store  the 
screen. 

Sizes  And  Shapes 

The  video  chip  in  the  VIC-20  computer  cannot 
address  expansion  RAM.  This  limitation  leaves  it 
IK  of  RAM  starting  at  address  0,  4K  of  RAM 
starting  at  4096  ($1000  hex),  4K  of  ROM  starting  at 
32768  ($8000),  and  IK  of  nybble  RAM  starting  at 
37888  ($9400).  The  normal  state  of  a  5K  unex- 
panded  VIC  has  the  character  memory  in  the  4K 
of  ROM,  the  screen  memory  in  506  bytes  of  RAM 
at  7680  ($1E00),  and  the  color  memory  in  506  bytes 
of  nybble  RAM  at  38400  ($9600).  {Nybble  just  means 
that  items  are  stored  in  four-bit  large  spaces  in 
memory,  rather  than  the  normal,  eight-bit  groups 
called  bytes,) 

There  are  two  character  sizes  on  the  VIC  6560 
video  chip,  8  bits  by  8  bits  and  16  bits  by  8  bits. 
The  8x8  characters  are  the  norm,  and  the  character 
ROM  is  set  up  to  use  these.  The  16  x  8  characters 
are  twice  as  tall,  and  are  useful  in  bitmapping  the 
screen  since  they  double  the  graphic  area  using 
the  same  amount  of  screen  memory.  The  8x8 
characters  are  advantageous  when  using  shapes 
from  the  character  ROM,  and  they  are  simpler  to 
initialize  and  plot. 

At  most,  256  different  characters  of  64  bits 
each,  or  16,384  bits,  can  be  addressed  with  8x8 

246    COMPUTE!    July  1983 


characters.  To  get  more  screen  area  you  must  use 
16x8  characters.  With  the  larger  characters,  256 
characters  of  128  bits  -  or  32,768  bits  maximum, 
twice  as  many  -  can  be  addressed.  The  16  x  8 
characters  can  be  selected  by  turning  on  the  low 
bit  of  36867  ($9003).  (You  can  turn  this  bit  on  by 
POKEing  it  with  any  odd  number.) 

The  screen  can  also  be  bitmapped  in  multi- 
color mode.  Multicolor  mode  is  covered  in  detail 
in  the  VIC-20  Programmer's  Reference  Guide.  Multi- 
color mode  reduces  horizontal  resolution  to  half 
of  normal,  so  the  characters  are  now  8x4  and 
16  X  4,  using  two  bits  for  each  pixel  on  the  screen. 
Pixels  are  located  in  a  byte  by  using  powers  of  4, 
rather  than  the  powers  of  2  used  in  high  resolution 
mode. 

Usually  you  will  need  to  reshape  the  screen 
for  your  graphic  program,  since  you  will  probably 
be  using  less  area  than  the  normal  screen.  Memory 
location  36866  ($9002)  controls  the  number  of  col- 
umns on  the  screen,  and  36867  ($9003)  controls 
the  number  of  rows,  as  well  as  the  double  high 
characters.  Be  careful  of  the  meaning  of  rows  when 
using  the  larger  characters  since  rows  become 
twice  as  tall. 

You  can  format  the  screen  by  using  the  com- 
bination of  columns  and  rows,  which  results  in 
the  closest  thing  to  a  square  shape,  or  a  combina- 
tion that  uses  all  of  the  RAM  available.  An  alter- 
nate scheme  is  to  try  to  do  both.  The  standard 
VIC  screen  uses  this  combination:  with  22  columns 
by  23  rows,  it  achieves  the  ''most  square"  screen 
possible,  using  as  many  of  the  512  characters  as  it 
can  (leaving  only  6  characters  unused). 

Where  It  All  Goes 

When  you're  bitmapping  the  screen  from  BASIC, 
there  is  quite  a  lot  to  fit  into  a  small  space:  the 
screen,  character,  and  BASIC  memories  all  must 
go  into  the  4K  of  RAM  at  address  4096  (except,  of 
course,  in  an  expanded  VIC,  where  BASIC  can  be 
moved  out  of  internal  memory).  There  are  several 
ways  we  can  accommodate  BASIC  and  character 
memories,  all  with  the  screen  at  address  7680.  In 
the  table  below,  the  first  column  is  the  value  to 
POKE  into  the  character  pointer  register  of  the 
VIC  chip;  52,56  are  the  high  bytes  of  the  end  of 
RAM  pointers. 


Qi  commodore 


$99 


$427 


MEMORY  EXPANSION 


$69 


$39 


SOFTWARE  FOR  THE  VIC-20 


WORD  PROCESSING - $23.00 

ADV  WORD  PROCESSING $32.00 

MAILING  LISTS -  -  $20.00 

SOFTWARE  FOR  THE  COM-64 

WORD  PROCESSING  $38.00 

MAI  LI  NG  LISTS $20.00 

Call  for  other  software  Items. 

VIC  1 541  DISC  DRIVE $339.00 

VIC  1 530  1  530  DATASSETTE $   64.95 

VIC  1525  GRAPHIC  PRINTER $339.00 

2Kx8  STATIC  RAM  CHIPS  (200  nseC)  QTY ea.  $     7.95 

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Usable  RAM 

#  of  Chars 

Screen  Shape 

36869 

Start 

52,56 

Graphic 

BASIC 

8x8     16x8 

Square    Maximum 

252 

4096 

16 

3.5K 

none 

256       224 

21x21         16x28 

253 

5120 

20 

2.5K 

IK 

256       160 

17x18         16x20 

254 

6144 

24 

1,5K 

2K 

192         96 

13x14         12x16 

255 

7168 

28 

0.5K 

3K 

64         32 

8x8            8x8 

Moving  the  screen  memory  from  7680  to  the  top 
of  the  lower  IK  of  memory  -  for  example,  768 
($0300),  where  the  tape  buffers  are  -  adds  64  8x8 
or  16  16x8  characters  to  the  above  figures  (and 
adds  0.5K  to  the  available  RAM  figures).  However, 
this  move  is  more  safely  accomplished  via  machine 
language.  The  character  pointer  can  also  be 
pointed  at  the  first  IK  of  RAM  (POKE  36869,248), 
but  this  is  not  very  useful  since  page  zero  is  used 
in  both  BASIC  and  machine  language  program- 
ming. 

The  case  where  the  character  pointer  equals 
255  is  described  in  detail  in  the  Reference  Guide, 
This  arrangement  gives  the  user  very  little  graphic 
area,  but  does  allow  mixing  graphic  characters 
with  a  subset  of  the  ROM  characters. 

Programming  The  Bitmap 

The  first  step  in  bitmapping  the  screen  is  to  allocate 
RAM  for  the  character  memory  in  an  area  outlined 
in  the  chart.  We  must  keep  BASIC  from  using  this 
memory  by  POKEing  locations  52  and  56  with  the 
high  byte  of  the  starting  location  we  have  chosen, 
and  POKEing  locations  51  and  55  with  the  low 
byte  (which  is  zero  for  the  examples  in  this  article 
since  they  all  begin  on  a  page  boundary). 

To  initialize  the  character  memory,  clear  it  by 
POKEing  each  byte  with  a  zero.  Next,  initialize 
the  screen  memory  by  sequentially  numbering 
the  locations  and  POKEing  each  byte  with  its  dis- 
tance (in  bytes)  from  the  start  of  screen  memory. 

Program  1:  Polargraph 

10  P0KE55 , 0 : POKE52 , 20 : P0KE56 , 20 : CLR: V=368 

64:M=5120;H=248:W=7680:R=38400:K= 

63;S$="N" 
20  U=2/3 : T=l : F=0 : Q=63 : B= . 01 : L=l : C=2 : F0RI= 

. T07 : T% ( 7 -I ) =2 " I : NEXT : POKEV+1 ,37: 

POKEV+3,32 
30  PRINTCHR$ ( 147 ) TAB ( 6 ) " POLARGRAPH" CHR? ( 1 

7 ) : INPUT " FREQUENCY " ; F 
40  INPUT "OBJECT  COLOR  1-8 " r C : IFC>80RC<1GO 

TO40 
50  INPUT"SCREEN  COLOR  1-8" ; T : IFT>80RT<1GO 

TO50 
60  INPUT" SIZE  0-63";Q:IFQAND192GOTO60 
70  INPUT"ECCENTRICITY  <=1 " rU ; IFABS (U ) >1G0 

TO70 
80  INPUT "RESOLUTION" ; B: INPUT "CYCLES" ?  L; IN 

PUT"SOLID  Y/N" ; S$ : PRINTCHR$ ( 1 7 ) "P 

LEASE  WAIT"r 
90   FORI=MTOW'*512:POKEI,  .:  NEXT  :  POKEV+5  ,  253 

:POKEV,ll:POKEV+2,144:G=S$<>"Y" 

.248    COMPUTE!    July  1983 


100  POKEV+15 , 1 7 *T-9 ; FORI= . T0255 : POKEW+I , I ; 
P0KER+I,C-1:NEXT:F0RI=.T0L*2*STE 
PB 

110  S=ABS(C0S(F*I}*Q):X=C0S(I)*S*U+K:Y=SIN 

( I ) *S+K : GOSUBl 60 : I FGGOTOl 50 
120  IFABS(X-K)>ABS(Y-K)GOTO140 
130  S=SGN(K-Y):E=(K"X)/(K-Y)*S:X=X-E:FORY= 

YTOKSTEPS : X=X+E : GOSUB160 : NEXT : GOT 

0150 
140  IFX<>KTHENS=SGN(K-X) :E=(K-Y)/(K-X)*S:Y 

=Y-E : FORX=XTOKSTEPS : Y=Y+E : GOSUB 1 6 

0 ; NEXT 
150  NEXT : WAIT198 , 1 : GETA? : POKEV+5 , 240 : POKEV 

+15,24: POKEV , 5 : POKEV+2 , 1 50 : GOTO30 

160  Z=(YANDH)*15+Y+(XANDH)+M:P0KEZ,PEEK(Z) 
0RT%(XAND7) : RETURN 


Program  2:  Lines 


10  POKE52 , 20 : P0KE56 , 20 ; CLR: V=36864 : M=5 120 

: S=7680 ; C=38400 : Q=8160 : W=240 : GOTO  80 
20  1=1 -I : FORY= . T06STEP2 : X=Y+I *8 : POKEQ+1 , H 

%(X) :SYS(Q) :IFPEEK(Q+19)=H%(X+1)T 

HENX=Y:Y^W 
30  NEXT:P0KEV+13,W:IFY>WTHENP%(I, . )=CX=4) 

-(X=0:P%(I,1)  =  (X=2)-(X=6) 
40  X=P% (1,2) +P% { I , . ) : Y=P% (I , 3 ) +P% ( I , 1 ) : PO 

KEV+13, . :IFX>63ORY>159ORX*Y<.GOTO70 
50  P%(I,2)=X;P%(I,3)=Y:Y=(YANDW)*15+Y+(X* 

4ANDW ) +M : X=T% ( XAND3 ) ; I FPEEK ( Y ) AND 

XGOTO70 
60  POKEY, X0RI*X*20RPEEK(Y) : GOTO20;DATA60, 

60,62,6  2,60,62,56,60,32,32, ,48,32 

,48,48,32 
70  POKEV+ 15-1,17-1: FORI= . TOM : NEXT : GOTOl 10 

:DATA138,96,110, 1, 114,142,2,114,1 

10, 212, ,65 
80  POKEV+1 , 30 : POKEV+3 ,21: POKEV ,11; POKEV+2 

, 144 : POKEV+5 , 253 : DIMP% ( 1 , 3 ) , H% (1 5 

),T%(3) 
90  FORI= . T0255 : POKES+I , I : POKEC+I , 8 : NEXT : D 

EFFNR{X)=INT(RND(1)*X) :F0RI=,T03: 

T%(3-I)=4*I 
100  NEXT : F0RI= . TOl 5 : READX : H% ( I ) =X+1 9 1 : NEXT 

: FORI= . TOl 1 : READX : POKEI+Q, X+3 1 ; NEXT 
110  FORI=MTOS:POKEI, . : NEXT: POKEV+1 5 , 19+FNR 

( 5 ) : POKEV+14 , 16*FNR( 5 ) +63 
120  F0RI=.T01:P%Cl, . )=• :P%(I* 1 )=FNRC 2 ) *2-l 

: P% { 1 ,  2 ) =21  * ( I+l ) : P% ( 1 , 3 ) =80 ; NEXT 

:I=1:GOTO20 

To  plot,  we  will  use  cartesian  (X,Y)  coordi- 
nates, where  Y  is  zero  at  the  top  of  the  screen  and 
X  is  zero  at  the  left  of  the  screen,  making  the 
HOME  position  the  origin  (0,0).  Both  are  bounded 
on  the  high  end  by  the  particular  height  and  width 
chosen  for  the  screen  in  bits.  To  plot  a  particular 
bit  in  memory  from  its  X,Y  coordinates,  we  must 
determine  the  actual  character  it  resides  in  -  which 
byte  of  that  character,  and  which  bit  of  that  byte. 


To  determine  what  character  the  bit  is  in, 
drop  the  low  order  digits  of  the  coordinates,  where 
the  number  of  low  order  digits  equals  log  base  2 
(dimension  in  pixels  of  the  character).  Next  find 
the  number  of  the  character  by  multiplying  the 
character's  Y  coordinate  by  the  number  of  X  char- 
acters in  each  row  and  add  in  the  character's  X 
coordinate.  The  low  order  Y  bits  not  used  earlier 
are  the  number  of  the  byte  in  the  character  the  bit 
is  in.  128/  (2  to  the  low  order  X  bits)  locates  the  bit 
in  the  byte. 

For  example,  in  a  16  x  16  character  screen 
with  8x8  characters,  use  INT(coordinate/8)*8  or 
simply  (coordinate  AND  (255  -  7))  to  get  the  char- 
acter coordinates  (but  don't  throw  away  the 
original  values!).  The  location  of  the  character  is 
X  +  Y  *  16  (the  number  of  columns). 

Location  of  byte  in  memory  = 
Start  of  character  memory 

+  Number  of  character  the  byte  is  in  *  Number  of 
bytes  in  character 
+  The  low  order  Y  bits  (the  byte  in  the  character) 

To  set  a  bit,  POKE  byte,  PEEK(byte)  OR 
128/(2  flow  order  X  bits) 

To  clear  a  bit,  POKE  byte,  PEEK(byte)  AND 
NOT  128/(2  t  low  order  X  bits) 

To  plot  bits  faster,  store  the  powers  of  2  (or  4  for 
multicolor  mode)  in  an  array  at  initialization  time, 
saving  the  time  of  computing  the  powers  each 
time. 

Two  programs  are  included  here  to  illustrate 
bitmapping  the  screen. 

Polargraph 

Polargraph  (Program  1)  prompts  the  user  for  vari- 
ous parameters  and  uses  these  to  draw  spiral 
curves  and  solid  objects.  The  program  uses  polar 
coordinates  and  the  SIN( )  function  to  calculate 
the  shapes,  translates  these  to  cartesian  coordi- 
nates and  plots  them  on  the  VlCs  linear  memory 
in  high  resolution  mode.  Polargraph  asks  for  the 
following  parameters  to  control  plotting: 

Frequency?  This  controls  the  number  of 
"leaves"  on  the  design;  higher  numbers  give  more 
leaves.  It  also  controls  overlapping  -  whole  num- 
bers give  non-overlapping  "leaves"  and  rational 
numbers  give  more  complex  patterns.  As  the  fre- 
quency decreases  from  1  to  0,  different  types  of 
cardioids  are  produced,  degenerating  into  spirals, 
and  eventually  ending  in  a  perfect  circle  at  zero, 
the  default  value.  Any  value  is  legal  for  this 
parameter. 

Object  color?  Screen  color?  The  number  the 
user  enters  is  the  number  on  the  key  that  the  color 
he  wishes  is  on;  black=l,  white  =  2,  and  so  on. 
Numbers  from  1  to  8  are  legal  here.  The  default  is 
a  white  object  on  a  black  screen. 


Size?  This  controls  how  far  out  from  the  center 
the  object  extends.  A  value  around  zero  will  make 
a  dot  in  the  center  of  the  screen,  and  a  value  of 
63  (half  the  width  in  bits  of  the  screen)  will  make 
the  largest  possible  shape.  The  default  value  here 
is  63. 

Eccentricity?  This  controls  how  elliptical  the 
shape  is.  The  default  2/3  produces  the  most  sym- 
metric  result  on  the  screen.  The  default  is  less 
than  1  since  the  VIC's  screen  is  not  square  (it  uses 
rectangular  pixels).  A  value  of  1  (circular)  is  best 
when  sending  the  shapes  to  a  printer.  The  shapes 
can  be  stretched  both  horizontally  or  vertically. 
Legal  values  are  between  -1  and  1. 

Resolution?  This  controls  how  many  dots  are 
used  to  draw  the  figure.  A  high  resolution  makes 
a  finer  drawing,  but  takes  longer  to  draw.  A  low 
resolution  draws  faster  with  less  precision.  The 
default  is  .01,  any  value  is  legal,  and  the  usable 
range  is  .5  to  .001. 

Cycles?  This  is  the  number  of  times  around 
the  graph  the  program  runs.  Its  setting  is  related 
to  the  frequency.  A  simple  whole  number  fre- 
quency requires  only  1  cycle.  A  frequency  of  3.33 
requires  3  cycles  to  complete  the  drawing;  1.25 
requires  2;  2.125  requires  4,  and  so  forth.  The  de- 
fault is  1  cycle;  any  value  is  legal.  This  parameter 
can  be  used  to  force  partial  drawings,  open  curves, 
incomplete  spirals,  etc. 

Solid?  This  parameter  controls  whether  the 
shape  is  drawn  with  dots  or  lines.  Lines  make 
sense  only  with  whole  number  frequencies.  Line 
mode  is  slower.  The  default  is  "N"  which  is 
dot  mode.  Legal  values  are  "Y"  and  "N"  (yes 
and  no). 

The  user  does  not  have  to  enter  every  param- 
eter; just  RETURNing  uses  the  defaults  outlined 
above.  Once  a  drawing  is  complete,  typing  any 
key  will  get  it  back  to  the  parameter  menu.  The 
defaults  become  the  values  entered  on  the  last 
run,  so  you  can  just  change  one  or  more  param- 
eters to  see  their  effect  while  holding  others  con- 
stant. 

Polargraph  uses  a  16  row  by  16  column  screen 
in  8  by  8  character  format  (256  characters),  sim- 
plifying the  mathematics  of  plotting  due  to  the 
symmetry  of  the  screen.  The  LINES  program 
formats  the  screen  in  a  more  complex  and  less 
symmetric  fashion. 

The  designs  produced  by  Polargraph  can  be 
printed  on  the  VIC  1515  (or  other)  printer  with 
the  routine  in  my  article  "Printing  the  Screen"  in 
COMPUTErs  First  Book  of  VIC  (COMPUTE!  Books, 
1982).  You  will  need  to  remove  the  IF  statement 
after  the  colon  on  the  end  of  line  5  if  you  are  using 
more  than  64  graphic  characters  (as  Polargraph 
does).  The  variables  HIGH  and  WIDE  will  also 
need  to  be  adjusted  to  the  dimensions  (in  charac- 
ters) of  the  screen  you  are  using.  These  changes 

Jul/ 1983     COMPUTE!     249 


Brief  Definitions 

Don  Cormichael  Assistant  Editor 


Sotne  of  the  terms  used  in  this  article  might  be 
unfamiliar.  Here's  a  short  description  of  the  main 
ideas: 


•  Bitmapping.  Bitmapping  is  a  process 
whereby  each  tiny  individual  dot  (pixel)  on  a 
TV  screen  or  monitor  is  represented  by  its 
own  ''bit"  in  memory.  When  the  corres- 
ponding memory  bit  is  zero  (off),  the  dot  (or 
pixel)  is  off.  When  the  bit  is  a  one  (on),  the 
pixel  is  turned  on.  Each  byte  of  memory  (an 
address  like  1525)  is  made  up  of  eight  bits. 

When  bitmapping  the  VIC-20,  there  are 
32,384  separately  programmable  pixels.  With 
each  pixel  assigned  to  one  bit  (or  eight  pixels 
to  the  byte),  it  would  take  4048  bytes  to  bit- 
map the  entire  screen, 

•  Cardioids,  A  cardioid  is  a  heart-shaped, 
closed  curve  that  is  produced  by  tracing  a 
fixed  point  on  one  circle  as  it  is  rolled  around 
the  circumference  of  another  equal,  station- 
ary circle. 

Refer  to  figures  1  through  3.  As  circle  2 
is  rolled  around  the  circumference  of  station- 
ary circle  1  (Figures  1  and  2),  the  fixed  point 
"P"  on  circle  2  begins  to  rotate  and  produce 
the  heart-shaped  cardioid  curve.  Figure  3 
represents  one  complete  revolution  around 
fixed  circle  1  and  displays  the  completed, 
closed  cardioid  curve. 

Cardioid  curves  are  used  in  geometric 
applications  for  the  classical  problem  of 
trisecting  an  angle.  In  "Bitmapping  The 
Screen,"  various  types  of  cardioids  are  pro- 
duced in  the  Polargraph  program. 


Figure  1. 


* Figure  2. 

'Drowing"  The  Cardioid  Curve 


•  Cartesian  Coordinates,  The  Cartesian  Co- 
ordinate system  is  the  common  x  -  y  coordi- 
nate system  that  is  v^idely  used  in  plotting 
charts  and  graphs.  The  x  coordinate  repre- 
sents an  imaginary  horizontal  plane,  the  y  a 
vertical  plane  (refer  to  Figure  4).  Positions 
are  plotted  by  indicating  their  x  and  y  coordi- 
nates (x,y).  That  is,  you  can  locate  anything 
by  giving  a  horizontal  and  vertical  number. 
It's  like  the  way  you  can  locate  a  particular 
street  on  a  city  map  by  looking  for  it  w^ithin 
the  square  called  'T-5"  or  "C-2." 

In  the  article  "VIC  Bitmapping,"  x  coor- 
dinate points  begin  at  the  left  of  the  screen,  y 
coordinate  points  begin  at  the  top  of  the 
screen  (see  Figure  5).  Coordinate  0,0  thereby 
becomes  what  computerists  call  the  HOME 
position,  the  upper  left  corner  of  the  screen. 
Screen  positions  are  plotted  by  raising  or 
lowering  the  x  and  y  coordinates.  Figure  5 
illustrates  plotted  examples  where  the  .r,y 
coordinates  are  11,12  (middle  of  the  screen), 
and  22,23  (lower  righthand  corner). 


Figure  4. 

Figures. 

.X 

Y- 

VT(0,0) 

1 

^-              1 

x+ 

1(11,12) 

1 

f 

Y  + 

(22,23) 

Figure  3. 


Cartesian  Coordinates  On  The  TV  Screen 

•  Low  Byte  -  High  Byte.  For  a  complete  defi- 
nition of  low  byte  -  high  byte  (LBHB)  addres- 
sing techniques  refer  to  An  Explanation  of 
LBHB  in  "All  About  USR''  in  this  issue. 

•  Screen  Memory,  Screen  memory  is  the 
memory  in  the  VIC  that  retains  the  image  of 
what  is  displayed  on  the  screen.  Screen  mem- 
ory is  RAM,  and  its  contents  are  defined  by 
the  user.  POKEing  values  into  the  screen 
memory  will,  in  effect,  display  characters  on 
the  screen. 

•  Polling  The  Keyboard.  "Polling"  is  the 
process  of  continually  checking  the  status  of 
a  device  (such  as  a  keyboard,  peripheral, 
etc.)  to  determine  if  anything  has  changed. 
Polling  the  Keyboard  in  the  VIC  means  that  the 
operating  system  of  the  VIC-20  checks  the 
keyboard  (60  times  every  second)  to  deter- 
mine if  any  keys  have  been  pressed. 


will  allow  the  printing  of  any  large  graphic  screen. 

The  Lines  Game 

"Lines"  (Program  2)  is  a  two-player  game  in  which 
each  player  independently  guides  his  own  line 
from  the  keyboard.  The  screen  is  formatted  in 
double  high  character  mode,  with  16  columns  by 
10  rows  (the  equivalent  of  20  rows  in  regular  char- 
acter format).  The  program  makes  the  maximum 
use  of  the  RAM  available  with  BASIC  and  the 
screen  in  the  same  4K.  The  screen  is  in  multicolor 
mode  with  the  two  players'  lines  controlled  by 
different  color  registers,  so  that  they  can  run 
alongside  each  other  without  color  interference, 
making  for  slightly  more  complicated  plotting, 
but  greater  visual  effect. 

Each  player  controls  a  constantly  growing 
colored  line  on  the  screen;  he  must  not  touch  the 
walls,  the  other  player's  line,  or  his  own  line,  or 
else  his  line  disappears.  The  left  line  is  controlled 
by  keys  A  (left),  D  (right),  W  (up),  and  X  (down). 
The  right  line  is  controlled  by  keys  K  (left), 
;  (semicolon,  right),  O  (up),  and  .  (period,  down). 
The  two  players  do  not  interfere  with  each  other's 
control  even  though  they  both  use  the  same 
keyboard. 

The  technique  used  to  poll  the  keyboard  is 
described  in  detail  by  Mike  Bassman  and  Salomon 
Lederman  in  COMPUTERS  First  Book  of  VIC.  The 
machine  language  subroutine  in  LINES  has  been 
moved  into  unused  screen  memory,  in  order  to 
keep  character  memory  free.  It's  easier  to  use  the 
game  if  the  keys  that  control  the  lines  are  marked 
with  paper  sticker  arrows. 

Both  programs  are  as  compact  as  possible  in 
order  to  be  fast  and  not  exceed  the  IK  limit  to 
program  and  variable  space  imposed  by  the  large 
screen.  Both  programs  are  for  an  unexpanded 
VIC;  however,  they  will  also  run  with  a  3K  expan- 
der, all  3K  of  which  is  available  for  extra  code. 

Bitmapping  the  screen  requires  careful  ac- 
counting of  memory  usage  and  small,  efficient 
programs  in  an  unexpanded  VIC.  With  a  little 
extra  thought  and  work,  it  is  possible  to  produce 
dazzling  graphic  displays  and  games  without 
special  hardware  or  software  additions.  © 


VK-20  and  Commodore  64 


ADVENTURES 
BANSHEE  CASTLE 

An  unbeileveabiB  adventure  that  wilf  try  your 
patience.    But    InloHigence,    persistance    and 
stamina  pays  oil.  An  acilonpached  (jamB  thai 
k^eps  you  on  edge. 
VIC  16K  Reqd.  J1&,95 


WHODUNtT? 
Mystery-lover's  delight. 
How's  your  analyltcal  mind'' 
If  you  have  any  logic. ..this  a  the 
game  lor  you- 
VIC  16k;  Reqd. 
CS4 


MAGQIE 

(Arllflcial  InliJIIganc*) 

Have  a  refationshlp  with  your  compuler  Ihats 

hard  to  believe.  Discuss  W  wiEh  "Maggie" 

VlCieKRaqd.  119  95 

C64 


SCRAHtBLERS? 

Wb  have  it.  The  uftimate  chalFenge  \rt  word 

scramble.  3  games  on  one  tape. 

Test  your  skfll  &.  Knc}«ledge. 

No  exp.  req  V(C  C-&«  tt9M 


ORDER  ALL  4  FOR  70" 

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EXCHANGES 

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WOXmwr^  presents.....  J^pryteByter^" 

For  the  Commodore  64" 

The  user  affectionate  sprite  development  program.  Menu- 
driven,  mono/multicolor  sprites,  joystick/keyboard,  tape/disic 
20K  w/FAST  machine  language  routines.  Over  60  commands: 
ROTATE  (any  angfe  0  -  360).  JNVERT/OBVERT,  SHIFT,  SYIV!- 
METRY,  AND/OR,  REVERSE,  REVIEW.  MOVtE  (animation). 
Create  and  edit  up  to  1 28  spriles  per  file.  For  programming 
efficiency  and  FUN!  IncludestheGame  Maker -automatically 
prepares  a  base  for  game  development. 
Cassette      $29,95 


Disk 


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(U.S.  Funds) 


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(713)473-6723 

A  Divisiori  of  Foxfire  Systems.  I 


FREE  PROGRAMS  ? 


Commodore  64,  Pet.  &  Vic  20  owners,  why  buy?  Trade  I! 

Hundreds  of  people  \\ke  youfsell.  wheifier  you're  an  amateur  or  advanced  prograrnmer, 
are  creating  fantastic  new  programs  on  if^eir  computers  and  they  would  lifte  to  exchange 
itieir  programs  with  others,  The  Soliware  Exchange  makes  this  possible  Send  you: 
cassette  or  disc  with  the  program  you  wish  to  share  V/e  catalog  it  and  replace  it  with  5 
specially  selecied  programs  of  others  and  return  them  to  you,  There  is  no  cost  lor  the 
programs,  however,  we  do  ask  S9,95  to  cover  costs  of  tiling,  advertising,  matling  and 
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CAPUTE! 

Modificotions  Or  Corrections  To  Previous  Articles 


64  Video,  Part  III 

Line  40  of  the  demonstration  program  from  Part 
III  of  Jim  Butterfield's  "Commodore  64  Video  -  A 
Guided  Tour"  (p.  160,  April  1983)  should  read: 

40  FOR  J=0  TO  62: READ  X:POKE  J+832,X:NEX 
T  J 

Atari  One-On-One 

To  use  paddles  with  the  Atari  version  of  this  game 
from  the  May  1983  issue  (p.  48),  change  line  650 
to  read: 

650BLINE  =  250 

Editype  For  The  64  And  VIC 

Reader  Clifford  Johnsen  supplied  changes  which 
allow  the  VIC  Editype  mini  word  processing  pro- 
gram from  the  April  1983  issue  (p.  50)  to  run  on 
the  Commodore  64.  Delete  lines  265  and  266  and 
modify  the  following  lines: 

210  A$(K)=A$(K)+C$:  G$="":  IF  LEN(A$(K)) 


<40  THEN  120 
240  FOR  U=l  TO  40-LEN(A$(K)) :  PRINT  CHR? 

(20);:  NEXT  U 
5025  FOR  B=l  TO  40 

For  VIC  or  64  users,  the  following  change  to 
line  180  suggested  by  John  Stoddard  will  provide 
an  underline  cursor  to  eliminate  confusion  about 
where  the  next  character  will  be  printed: 

180  PRINT  G$;"{D0WN] {LEFT}";CHR${32);GHR 
$(I63);"{UP)lLEFT}"; 

Computer  Literacy  On  The  Timex/Sinclair 

Program  4,  ''Big  Letters/'  from  this  article  in  the 
April  1983  issue  (p.  165)  requires  one  correction. 
Change  line  140  to  read: 

140    LET   W$=W$(2    TO    LEN   W$ ) 

Atari  SuperFont  Plus 

Author  John  Slaby  has  found  the  following  cor- 
rections to  minor  bugs  in  his  improved  version  of 
SuperFont  which  was  published  in  the  February 
1983  issue  (p.  154): 

1200  POKE  54286, 192 :G0SUB  390: GOTO  520 
1440  DATA  72,  169,  100,  141,  10,  212 
1700  IF  A=58  OR  (A>47  AND  A<58)  OR  (A>64 
AND  A<=90)  OR  A=46  THEN  1720 

Also,  D.  Chouiniere  suggests  that  to  eliminate 
the  problem  of  scrolling  of  the  display,  line  500 
should  be  changed  to  525  and  then  line  500  should 
be  deleted.  ® 


»OOQC 


ACCOLADE  COMPUTER  PRODUCTS 


HARDWARE 

Commodore  64 S419.95 

1525-E  Printer S329.95 

1515  Disk  Drive S329.95 

BMC  Color  Monitor   $349.95 

Star  Micronics 

Parallel  Interface $69.95 

Gemini  10..... S329.95 

Gemini  15 $536.95 

24K  Golden  Ram $149.24 

Vic  Rabbit $39.95 

Wico  Joystick $22,50 

Wico  Joystick  ''Red  Ball"  $25.00 

HES  Sound  Box $12.50 

BOOKS 


SOFTWARE  (COMMODORE  64) 


Avaton  Hill 

B1  Nuclear  Bomber. ... $12.00 

Midway  Campaign $12.00 

North  Atlantic $12.00 

Nuke $12,00 

Planet  Miners SI 2.00 

Andromeda  Conquest   $13.50 

Broderbund  Software 

Choplifter $26,95 

David's  Midnight  Magic  ....  $33.95 

Sea  Fox $29.95 

Serpentine $29.95 

HES 


Commodore  Reference  Guide  319.50 

ViC  Reference  Guide $16.50 

1st  Book  of  VIC $9.50 

2nd  Book  of  VIC ,....$12.95 

1st  Book  of  Commodore  64    $12.95 
Tricks  for  VICS $9.95 

ACCOLADE  COMPUTER  PRODUCTS 

4858  Coronado  Avenue 

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HESMON  64 $29.95 

HES  Writer  64... $33.95 

Royal 

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Sierra  on  Line 

Frogger  (disk) $29.95 

SIrius 

Blade  of  Blackpoole $29.95 

Spinnaker 

tn  Search  of  the 

Most  Amazing  Thing  (disk)     $29.95 

Synapse 

Ft.  Apocalypse $26.95 

Survivor   $26.95 

Pharoh's  Curse $26.95 

UMI 

Renaissance ... ...  $29.95 

NO  REFUNDS  ON  OPENED  SOFTWARE 


Dealer  inquiries  invited 

California  residents  add  6*0  Sales  Tax 

Add  S3  00  iot  shipping  and  handling  (except  tiard^vare.  add  3%  of  prjce 

COD  Charge  Si  50  -  C  O  D  s.  Cashiers  Checks  or  Money  Orders  orMy 

We  accept  Money  Orders.  Cashiers  Checks. 

personal  checks  musi  lake  2  weeks  to  clear 

Foreign  orders  paid  m  U  S  funds,  add  S5  00  for  shipping  and  handUnq 

(OT  S^o  of  hardware  price) 


252     COMPUH!    July  1983 


COMPUTE!  Back  Issues 


Here  are  some  of  rhe  applications,  tutorials^ 
and  games  from  available  back  issues  of 
COMPUTE!.  Each  issue  contains  mucb» 
much  more  than  there's  space  here  to  Ust, 
but  here  are  some  highlights: 


February  1981:  Simulating  PRINT  USING, 
Using  the  Atari  as  a  Terminal  for  Telecom- 
munications, Attach  a  Printer  to  the  Atari, 
Double  Density  Graphing  on  CIP,  Commo- 
dore Disk  Systems,  PET  Cra^h  Prevention, 
A  25f^  Apple  II  Clock. 

May   1 98 1 :  Named  GOSUB/GOTO  in 

Applesoft,  Generating  Lower  Case  Text  on 
Apple  II,  Copy  Atari  Screens  to  the  Printer, 
Disk  Directory  Printer  for  Atari,  Realtime 
Clock  on  Atari,  PET  BASIC  Delete  Utility. 
PET  Calculated  Bar  Graphs,  Running  40 
Column  Programs  on  a  CBM  8032. 

June   1981:  Computer  Using  Educators 
(CUE)  on  Software  Pricing,  Apple  II  Hires 
Character  Generator,  Ever-  expanding 
Apple  Power,  Color  Burst  for  Atari,  Mixing 
Atari  Graphics  Modes  0  and  8,  Relocating 
PET  BASIC  Programs,  An  Assembler  In 
BASIC  for  PET,  QuadraPET:  Multitasking? 

July    1981:  Home  Heating  and  Cooling, 
Animating  Integer  BASIC  Lores  Graphics, 
The  Apple  Hires  Shape  Writer,  Adding  a 
Voice  Track  to  Atari  Programs,  Machine 
Language  Atari  Joystick  Driver,  Four  Screen 
Utilities  for  the  PET,  Saving  Machine 
Language  Programs  on  PET  Tape  Headers, 
Commodore  ROM  Systems,  The  Voracious 
Butterfly  on  OSL 

August  1981:  Minimize  Code  and  Maximize 
Speed,  Apple  Disk  Motor  Control,  A 
Cassette  Tape  Monitor  for  the  Apple,  Easy 
Reading  of  the  Atari  Joystick,  Blockade 
Game  for  the  Atari,  Atari  Sound  Utility, 
The  CBM  'Tat  40,"  Keyword  for  PET,  CBM/ 
PET  Loading,  Chaining,  and  Overlaying, 

October  1981:  Automatic  DATA  State- 
ments for  CBM  and  Atari,  VIC  News, 
Undeletable  Lines  on  Apple,  PET,  VIC, 
Budgeting  on  the  Apple,  Switching  Cleanly 
from  Text  to  Graphics  on  Apple,  Atari 
Cassette  Boot- tapes,  Atari  Variable  Name 
Utility,  Atari  Program  Library,  Train  your 
PET  to  Run  VIC  Programs,  Interface  a  BSR 
Remote  Control  System  to  PET,  A  General 
Purpose  BCD  to  Binary  Routine,  Converting 
to  Fat'40  PET. 

December  1981:  Saving  Fuel  $$  (multiple 
computers:  versions  for  Apple,  PET, 
and  Atari),  Unscramble  Game  (multiple 


computers),  Maze  Generator  (multiple 
computers),  Animating  Applesoft  Graphics, 
A  Simple  Printer  Interface  for  the  Apple  II, 
A  Simple  Atari  Wordprocessor,  Adding 
High  Speed  Vertical  Positioning  to  Atari  P/ 
M  Graphics,  OSI  Supercursor,  A  Look  At 
SuperPET,  Supermon  for  PET/CBM,  PET 
Mine  Maze  Game. 

January  1982:  Invest  (multiple  computers) , 
Developing  a  Business  Algorithm  (multiple 
computers),  Apple  Addresses,  Lowercase 
with  Unmodified  Apple,  Cryptogram  Game 
for  Atari,  Superfont;  Design  Special 
Character  Sets  on  Atari,  PET  Repairs  for 
the  Amateur,  Micromon  for  PET,  Self- 
modifying Programs  in  PET  BASIC,  Tiny- 
mon:  a  VIC  Monitor,  Vic  Color  Tips,  VIC 
Memory  Map,  ZAP:  A  VIC  Game. 

May  1982:  VIC  Meteor  Maze  Game,  Atari 
Disk  Drive  Speed  Clieck,  Modifying  Apple's 
Floating  Point  BASIC:,  Fast  Sc^rt  For  PET/ 
CBM,  Extra  Atari  Colors  Thro uj^h  Artifact- 
ing,  Life  Insurance  Estimator  (multiple 
computers),  PET  Screen  Input,  Getting  The 
Mtxst  Out  Of  VIC  s  5(X)0  Bytes. 

August  1982:  The  New  Wave  Oi'  Perst>nal 
Computers,  Hovtsehold  Budget  Manager 
(multiple  computers).  Word  Games  (multiple 
computers),  Color  CtiEiiputer  Home  Energy 
Monitor,  Intelligent  Apple  Filing  Cahinet, 
Guess  Thar  Animal  (multiple  computers), 
PET/CBM  Inner  BASIC,  VIC  Communica- 
tit)ns,  Keyprint  Ctnnpendium,  Animation 
With  Atari,  VIC  Curiosities,  Atari  Substring 
Search,  PET  and  VIC  Electric  Eraser. 

September  1982:  Apple  and  Atari  and  the 
Sounds  of  TRON,  Commodore  Automatic 
Disk  Bo(U,  VIC  Joysticks,  Three  Atari  GTIA 
Articles,  Color  Comptiter  Graphics,  The 
Apple  Pilot  Lan^unge,  Sprites  and  Sound  on 
the  Conunodore64,  Peripheral  Vision  Exer- 
ciser (tnultiple  computers).  Banish  INPUT 
Statements  (multiple  computers),  Charades 
(multiple  computers),  PET  Pointer  Sort, 
VIC  Pause,  Mapping  Machine  Language, 
Editing  Atari  BASIC  With  the  Assemhler 
Cartridge,  Process  Any  Apple  Disk  File, 

January  1983:  Sound  Synthesis  And  The 

Personal  C\>mputer,  Jugj^ler  And  Tfiunderhird 
Games  (uujiripic  computers),  Music  And 
Sound  Programs  (multiple  ctnupuicrs), 
Writint^  Transportable  BASIC,  llome  Energy 
Calculator  (multiple  computers).  All  About 
Commodore  WAIT,  Supermtin64,  Perfect 
Commodore  INPUTs,  Atari  Autonuuiber, 
Copy  VIC  Disk  Files,  Ct>mmodore  64 
Architecture, 


February  1983:  How  The  Pros  Write  Ctim- 
puter  Games,  12  Joysticks  Compared,  Slalom 
(a  game  in  VD  for  multiple  computers), 
Super  Shell  Sort  For  PET,  Atari  SuperFont 
Plus,  Creating  Graphics  On  The  VIC,  Joy- 
*^ticks  And  Sprites  On  The  64.  Bi- Direct icnial 
VIC  Scrolling,  Commodore  64  \''ideo:  A 
Guided  Tour,  The  Atari  Ouncher,  Easy 
Apple  Editing,  VIC  Custom  Characters  For 
Games, 

March  1983:  An  Introduction  To  Data 
Storage  (multiple  computers).  Mass 
Memory  Now  And  In  The  Future, 
Games:  Closeout,  Boggier,  Fighter 
Aces,  Letter  And  Number  Play  (all  for 
multiple  computers),  VIC  Music,  Direct 
Atari  Disk  Access,  TRS-80  Color  Com- 
puter Data  Base,  Apple  Subroutine 
Capture,  PET  Quickplot,  Tl  Graphics 
Made  Easy,  VIC  and  Atari  Memory 
Management. 

April  1983:  Selecting  The  Right  Word 
Processor  (multiple  computers),  VIC 
and  Atari  Word  Processor  Programs, 
Typing  Teacher,  TI  Matchem,  Retire- 
ment Planner  (multiple  computers).  Air 
Defense  (multiple  computers),  Dr. 
Video  (Commodore),  Video  80  (Software 
for  80  Columns  on  the  Atari),  Color 
Computer  Tester,  Timex/Sinclair  Sound, 
Estimating  TI  Memory,  Magic  Commo- 
dore BASIC. 

Home  and  Educational  COMPUTING! 
(Fall  1981  and  Summer  1981  -  ctniiit  as  one 
hack  issue);  Exploring  The  Rain  how- 
Machine,  VIC  As  Super  Calculator,  Custom 
Characters,  Alternate  Screens,  Automatic 
Line  Numbers,  Using  The  Joystick  (Spacewar 
Game),  Fast  Tape  Locater,  Window.  VIC 
Memory  Map. 


Back  issues  arc  $3  each  oi  six  for  $15. 
Price  includes  freight  in  the  US.  Outside 
the  l\S  add  SI  per  rna^a/ine  ordered  for 
suiface  |)ostai;r.  SI  ]>cr  niagazine  foiair 
mail  posiage.  All  back  issues  subject  to 
availabilit) . 


In  the  Continental  US  call 

TOLL  FREE  800^334-0868 

(In  NC  Call  919-275-9809) 

Or  write  to  COMPUTl!  Back  Issues,  P.O- 
Box  5406,  Greensboro,  NC  27403  USA. 
Prepayment  required  in  US  funds, 
MasterCard,  Visa  and  American  Express 
accepted.  North  Carolina  Residents  add  4% 
sales  tax. 


Home  Energy  Applications 
On  Your  Personal  Computer 

Author:  David  E,  Pitts 
Price:        SI  4,95 
On  Sale:  Now 

Are  you  caught  in  the  crunch  of  spiraflng 

utility  biils?  Areyou  shivenng  from  the  icy 

touch  of  winter  drafts,  or  sweating  while 

expensive  air-conditioned  breezes  seep  out 

of  your  home  into  the  summer  heat?  ^h      m^  . 

Maybe  your  home  appliances  are  IjiJi^i^^   #%•   ^^^^a^X  A 

burning  more  energy  than  they  should.  ICi^^l^^   ^^T   ^^^jl^T^^l^y^ 

Perhaps  your  home  would  be  warmer  with  ^i^#i  |  %^^|  |  %^^ 

some  more  insulation  and  weatherproofing. 
Or  maybe  a  new  air  conditioner  or  a  celling 
fan  could  take  the  edge  off  those  humid 

summer  nights.  Introductirtn 

But  can  you  justify  the  expense  of  v«uvuuii 

such  improvements?  Will  the  insulation,  for  " 

example,  pay  for  itself  after  one  winter,  or  EncroV  Dat#i  Rac^ 

will  it  take  three?  ^^         ^^  Odse ^  ^ 

Now,  with  the  aid  of  your  personal 

computer,  you  can  find  out.  A  new  book  EnCfOV  Worlrhi>nlr 

from  COMPUTES  Publications,  fVome  ^^     tvii^wwuk ^ 

Energy  Apphcations  On  Your  Personal 

Computer,  can  help  you  determine  if  those        Efier^  PlOt 

expensive  home  improvements  you  Ve  --..., ^^ 

been  thinking  of  will  send  a  chill  down 

your  spine  or  leave  you  with  a  warm  feeling       ElectflC  Usa^e  Estimator 

Inside. 91 

Home  Energy  Applications  On  Your 
Personal  Computer,  written  by  David  E.  Home  HeatiriQ  And  rnrkfin#v  A  ..^:a 

Pittsjets  you  track  and  analyze  your  utility    ,  "^"'"S  ARQ  COOlmg  Audit .  ,  .  ,     ^ 

costs  so  you'U  know  exactly  where  your 

energy  dollars  are  going.  But  beyond  that.         Heat  CoilduCtion 

It  suggests  various  ways  of  cutting  those  J51 

costs  by  making  common  home  improve- 

ments  and  shows  you  how  those  Improve-      Buying  A  NCW  Air  Conditioner  ^^m. 

ments  can  help  pay  for  themselves.  Home  wiiici    ^ _    -j^g 

Energy  Applications  is  packed  with  pro- 

grams  ready  to  type  into  your  personal  WindOW  Hcdt  LOSS  /  Gain  4  o^ 

computer,  whether  you  have  an  Apple,  • 183 

Atari,  Commodore  64,  VfO20,  PET/CBM,  %Ar    ^         **■_       * 

Radio  Shack  TRS-80  Color  Computer,  Texas      VVinaOW  Shading  AnalvsJS  aaa 

Instruments  TI-99/4A  or  OSI.  '  209 

Onceyou  give  information  on  your         f^*i*        pa* 

geographical  area  (anywhere  In  the  main-      tClling  Fan  Analysis aa-t 

land  United  States),  your  current  expenses,  '  '  * •  •  •    -*^  / 

and  details  about  your  house  itseft  this 

book  and  your  personal  computer  will  Appendix ^j.^ 

provide  an  in-depth,  specific,  objective  • ■  •    "41 

report  on  what  you  can  do  to  evaluate 

ways  to  reduce  your  energy  costs.  It's  the 

perfect  application  for  the  speed  and  power  of  a  personal 

computer. 

Home  Energy  Applications  On  Your  Personal  Computer  Is 
carefully  written  and  edited  to  be  easy  to  read  and  use.  because 
it  comes  to  you  from  the  publishers  of  COMPUTES,  the  leading 
magazine  of  home,  educational,  and  recreational  computing.  ]t 
is  quality-produced  throughout.  Including  metal  spiral  binding 
so  that  its  250  pages  He  flat  while  you're  typing  \n  programs. 

Available  at  computer  dealers  and  bookstores  nationwide.  To  order  directly  call  TOLL  FREE  800-334-0868.  In  North  Carolina 
call  919-275-9809.  Or  send  check  or  money  order  to  COMPUTE!  Books,  P-0.  Box  5406,  Greensboro,  NC  27403. 
Add  $2  shipping  and  handling.  Outside  the  U.S.  add  S5  for  air  mail  %2  for  surface  mail.  All  ordefs  prepaid,  U.S.  funds  onfy 
264    COMPUni    July1983 


NEWS^PRODUCTS 


Game  Cartridges 
For  Tl,  VIC  And  Atari 

Romox  has  adapted  some  of  its 
Atari  games  into  cartridges  for 
the  TI-99/4A  and  VIC-20  com- 
puters. The  games  include  Ant 
Eater,  Princess  and  the  Frog,  and 
T\/pw.  In  addition,  the  company 
has  released  a  new  space  adven- 
ture game  for  the  Atari  -  Attack 
at  EP-CYG-4. 

The  cartridges  for  the  TI  do 
not  make  use  of  the  Texas  hi- 
struments  GROM,  so  they  are 
limited  to  8K  of  memory.  The 
VIC  cartridges  can  make  use  of 
up  to  32K.  The  suggested  price 
for  each  game  is  $44.95. 

^Ant  Eater  is  a  two-player 
survival  game.  The  players  con- 
trol the  ants,  which  must  risk 
battle  with  the  anteater  to  gather 
food  and  return  it  to  their 
colony. 

•  Typo  is  an  educational 
spelling  and  typing  drill  com- 
bined with  a  space  maze.  The 
drill  consists  of  random  letters, 
words  and  phrases,  or  the  user 
can  enter  and  be  tested  on  his  or 
her  own  list. 

•  In  The  Princess  and  the  Frog, 
a  two-player  game,  the  object  is 
to  cross  a  field  of  jousting 
knights,  navigate  the  castle 
moat,  kiss  the  princess,  and  be 
transformed  from  frog  to  prince 
-  all  within  the  space  of  60 
seconds. 

•  Attack  at  EP-CYG-4  puts 
you  in  command  of  a  flying 
saucer  assigned  to  attack  the 
cities  on  the  planet  below.  The 
planet  has  20  areas  to  navigate 
and  three  levels  of  difficulty. 


Romox,  Inc. 
501  Vandell  miy 
Campbell,  CA  95008 
(408)374-7200 


Graphic  Design 
Aids  For  Tl 

TENEX  Computer  Marketing 
Systems  has  designed  two  forms 
to  assist  the  TI-99/4A  program- 
mer in  graphic  design. 

The  Screen  Graphic  design 
sheet  is  divided  into  24  rows  of 
32  columns,  allowing  simple 
layout  of  text  and  characters. 
Another  scale  divides  the  sheet 
into  192  rows  of  256  characters, 
assisting  with  the  definition  of 
sprite  coordinates. 

The  Character  Definition 
form  displays  a  four-character 
by  four-character  matrix  that  can 
be  used  to  design  anything  up  to 
the  largest  sprite.  The  form  also 
contains  a  pixel  to  hex  code 
conversion  chart,  and  space  for 
program  statements. 


The  forms  are  available  in 
40-sheet  pads  for  $1 .95  each. , 
Screen  graphic  design  sheet  for  the  TL 


^..^...^ 

H 

ir 

i 

s 

f— ' 

T, 

-. 

^ 

f'rffiflfiiili 

' 

-  .  ,  .  .  .\  V  . '.  , .  _  V  . . 

Character  definition  graphics  form  for 
the  Tl. 


mi 

ilii 

H  1 

mm 

f-n 

m 

m 

u:-fj 

1  i 

iifi 

m 

:!   :  : 

TENEX  Computer  Marketing  Systems, 

Inc. 

P.O.  Box 6578 

South  Bend,  IN  46660 

(219)277-7726 


ATTENTION 

VIC-20  "  AND  TI99  '-  OWNERS 


p  WHAT  IS  [T  WORTH  TO  YOU?  — | 

I  How  much  is  it  worth  to  protect  yout  home 
[and  hard  earned  possesions? 


-  FOR  JUST  SI  6.95  — 

(Less  than  most  games  cartridges) 

We  will  send  you  a  complete  instruction 
package,  that  wtfl  enable  you  to  turn  your 
computer  into  a  home  security  system 
Instruction  package  includes: 

•  Complete  source  program 

•  Complete  parts  list 

•  Simple  and  easy  to  follow 
^ instructions 


J.  C.  Precision 

The  Computer  Specialists" 

P.O.  Box  643 

Vandalia,  Ohio  45377 

Ch&ck  or  money  order  only 


Your  Source  for 

Computer 
Cassettes 


DUPLICATED 
and  BLANKS 

Large  and 

Small 

Quantities 

SEND  FOR  FREE  PRICE  LIST! 


925  North  3rd  Slreel.  Phitadelphia.  Pa   19123 
(215)  627-2277  /(2t2)  966-3185 
Washington.  DC  area  (301)  340-6280 


July  1983    COMPUTE!     255 


HUNDREDS  OF  PROGRAMS 

AVAILABLE  FOR  THE  ^ 

COMMODORE  64  &  VIC  20 


Avalon-Hill  •  HES  •  CommcKtore  •  Creative 

Software  •  Epyx  •  Spinnaker  •  Nufekop  •  Sirius 

Star  Tech  •  UMI  •  Comm*Data  •  Vicville  •  Victory 

and  Much  More 


ALL  PRICES  UP  TO  30%  BELOW  RETMU 

OUH 

RETAIL 

PRICE 

HEShlON 

39  95 

29.95 

HESWritef 

39  95 

29.95 

Quick  Brown  Fox  {Word  Proc) 

65.00 

47.50 

Gridrunner 

39  95 

29.95 

Choplitter 

44.95 

36.50 

Spiders  Of  Mars 

49,95 

37.50 

Hang  Man/ Hang  Matt) 

14,K 

11,25 

ACCESSORIES  AVAILABLf  ALSO 

Monitors  •  Printers  •  Expansion  Boards 

Cables  •  interfaces 

CARDCO 

Cardboard /6 

99.95 

77.95 

Card  ?  (Printer  InteHace) 

79.95 

62.96 

DATA  3D 

Video  Pak  (Expansion  Cart.. 

199.95 

159.95 

16KMem.,«/80coL. 

includes  free  word  processor) 

16K  Memory  Cart, 

99.95 

79.96 

Printer  interface 

69,95 

55.95 

Many  mon  products  also 

available 

tor  m  Apple.  Atari,  CP/M.  iBM  &  Tl 

Write  or  can  tor  FREE  CATALOG 

TO  ORDER:  CALL  1714-951^596 

8  00AM  -8:00  PM     PST     Mon  -  Sat 
or  send  check  or  credit  card  no   signature  &  exp  date 

CEKTURr  MIc'rO  PRODUCTS 

P.O.BOX  2520 

Mission  Vl6|o.  CA  92600 

Visa' Mastercard  add  3S  Personal  checKs  allow  2 
weeks  to  dear  CA  residents  add  sales  tax  Shipping 
and  nandlmg  add  S3  00  (hardware  eictra)  Prices 
suDiect  to  change 


Not  Just  Another 
Summer  Camp* 


Learning  is  part  of  the  fun. 

•  Coed,  ages  10-16  •  2,  4,  or  8  week 

sessions  •  Convenient  localions 

•  With  or  without  computer  skills 

•  Traditional  camp  activities 

•  Professional  Camp  Directors 


A. 


ATARI 
COMPUTER  CAMPS 

©  A  Warner  Communtcahons  Company 

CALL  TOLL  FREE  800/847-4180 

For  mtire  infomiation  and  a  fret.%  colijr  brcM:hure,  write 
to  40  Etol  34th  Street  DepL  n;    New  >brk,  N.Y.  IO016 

(please  include  age  and  phone  numtjer)-  Outside  U.S. 
or  in  New  York  State,  calfcollect  212/889-52110.  Staff 
applicants  slioutd  apply  in  writing. 


Action  Games  For 
Apple  And  Atari 

Penguin  Software  produced  two 
new  games  for  the  Apple  and 
has  converted  another  program 
for  use  on  the  Atari.  Each  game 
sells  for  $19.95. 

Thundcrbombs  finds  you  in 
the  midst  of  a  swarm  of  alien 
dronebombs.  Wipe  out  one  wave 
of  attackers  and  you're  greeted 
with  a  new  group  of  ships  with 
different  tricks.  Requires  48K 
Apple  with  disk  drive. 

In  Crime  Wave,  you  represent 
the  forces  of  law  and  order  trying 
to  stop  a  wave  of  bank  robberies. 
Make  your  arrests  before  the 
robbers  accumulate  enough  cash 
to  buy  a  Robot  Rammer,  the 
latest  in  anti-peace  officer  tech- 
nology. Requires  48K  Apple 
with  disk  drive. 

Spy's  Demise  is  an  arcade- 
type  game  in  which  you  solve  a 
puzzle  by  gathering  dossiers, 
tapes,  and  microfilms,  while 
eluding  the  embassy  guards. 
Requires  32K  Atari  for  disk 
version,  or  24K  Atari  for  tape 
version. 

Penguin  Software 
830  4th  Avenue 
Geneva,  IL  60134 
(312)232-1894 


No-Stick 
Joystick 


Suncom  has  introduced  a 
joystick-type  game  controller 
that  has  no  stick.  The  JoySensor 
is  designed  to  simulate  joystick 
movement  through  two  activa- 
tion panels. 

When  lightly  touched  by 
the  player,  sensors  in  the  panels 
cause  the  designated  movements 
on  the  screen.  One  sensor  panel 
controls  direction,  the  other  con- 
trols firing.  The  firing  panel 
accommodates  right-  or  left- 
handed  players  and  includes 
rapid  fire. 

Joy^Sensor^  which  sells  for 


$34.95,  is  compatible  with  the 
TI-99/4A,  Atari,  and  Commodore 
computers. 

In  addition,  Suncom  has 
introduced  two  new  joysticks. 

The  Starfighter  for  the  Apple 
uses  thick- film  resistive  printing 
technology  rather  than  the  con- 
ventional potentiometers  with  a 
mechanical  Hnkage.  As  a  result, 
the  "feel"  of  the  Starfighter  is 
described  as  smooth  and  pleas- 
ant. The  joystick  includes  a 
throw  adjuster  that  may  be 
varied  from  20  degrees  to  40 
degrees,  fire  buttons  for  right- 
and  left-handed  players,  and 
dual  axis  centering  trimmers.  It 
sells  for  $49.95. 

Suncom 's  Tac-2  joystick  is 
made  to  accommodate  the  larger 
hand  size  and  increased  strength 
of  adult  game  players.  It  includes 
a  large,  arcade-style  ball  top 
handle,  a  larger  base,  a  longer 
cord,  and  a  cone-shaped  throw 
limiter.  It  includes  right-  and 
left-handed  fire  buttons,  and,  at 
$19.95,  is  compatible  with  Atari, 
Commodore,  and  Texas  Instru- 
ments computers. 

All  three  products  include  a 
two-year  factory  warranty. 

Suncom,  Inc. 

605  £.  Anthony  Trail 

Northbrook,  1160062 

(312)291-9780 


The  Suncom  JoySensor  joystick 
simulator. 


256    COMPUTE!    July  1983 


Products  for  Commodore,  Atari,  Apple,  and  others! 


i<^ 


4 


THE  MONKEY  WRENCH  II 

A  PROGRAMMERS  AID  FOR  ATARI  8Q0 

NEW  AND  IMPROVED  -  18  COMMANDS 

PLUGS  INTO  RtGHT  CARTRIDGE  SLOT 


.    -qi.'>fihiK-\  ^>JKV^v!CmfTl 


^ 


THE 
MONKEY  WRENCH 
tl    ^ 


$59.95 


If  you  are  a  pefson  who  fikesto  monkey  around  with 
the  ATARI  800,  then  THE  MONKEY  WRENCH  II  Is 
for  you!!  Make  your  programming  tasks  easier,  less 
time-consuming  and  more  fun.  Why  spend  extra 
hours  working  on  a  BASIC  program  wlien  the 
MONKEY  WRENCH  can  do  It  for  you  In  seconds. 
It  can  also  make  backup  copies  ot  boot  type 
cassette  programs.  Plugs  Into  the  right  slot  and 
works  with  ATARI  BASIC  cartridge. 
Ttie  MONKEY  WREWCH  provides  18  direct  mode 
commands.  They  are:  AUTO  LINE  NUMBERING  -  Pro- 
vides new  line  numbers  when  entering  BASIC  program 
lines.  RENUMBER  -  Renumbers  BASIC'S  line  numbers 
including  internal  references.  DELETE  LINE  NUMBERS 
—  Removes  a  range  BASIC  line  numbers. 
VARIABLES  -  Display  all  BASIC  variables  and  their  current  value.  Scrolling  -  Use  the 
START  &  SELECT  keys  to  display  BASIC  lines  automatically.  Scroll  up  or  down  BASIC  pro- 
gram. Fl  ND  STRING  -  Find  every  occurrence  of  a  stri  ng ,  XCHANGE  STRING  -  Rnd  every 
occurrence  of  a  string  and  replace  it  wttti  anoltier  stnng.  MOVE  LINES  —  Move  lines  from 
one  part  of  program  to  another  part  of  program.  COF^  LINES  —  Copy  lines  from  one  part 
of  program  to  another  part  of  program.  FORMATTED  LIST  -  Print  BASIC  program  in 
special  line  format  and  automatic  page  numbering,  DISK  DIRECTORY  —  Display  Disk 
Directory,  CHANGE  MARGINS  -  Provides  the  capability  to  easily  change  the  screen 
margins.  MEMORY  TEST  ~  Provides  the  capability  to  test  RAM  memory.  CURSOR 
EXCHANGE  -  Allows  usage  of  the  cursor  keys  without  holding  down  the  CTRL  key. 
UPPER  CASE  LOCK  ~  Keeps  the  computer  in  the  upper  case  character  set.  HEX  CON- 
VERSION -  Converts  a  hexadecimal  number  to  a  decimal  number  DECIMAL  CONVER- 
SION —  Converts  a  decimal  number  to  a  hexadecimal  number  MONITOR  —  Enter  the 
machine  language  monitor. 

In  addition  to  the  BASIC  commands,  the  Monkey  Wrench  also  contains  a  machine 
language  monitor  with  16  commands  used  to  interact  with  the  powerful  features  of  the 
6502  microprocessor 


^^ 


^H 


VIC  RABBIT  CARTRIDGE 
AND  CBM  64  RABBIT  CARTRIDGE 


"High-Speed 

Cassette 

Load  and  Save!" 


$39.95 

(includes  Caflridge 

and  Manual) 


Expansion  Connector 
on  the  VIC  Cartridge 


'  'Don't  waste  your  Life  away  waiting  to  LOAD  and  SAVE 
programs  on  Cassete  Deck." 

Load  or  Save  8K  in  approximately  30  seconds!  Try 
it  —  your  Un-Rabbitized  VIC  takes  almost  3  minutes. 
It's  not  only  Fast  but  VERY  RELIABLE. 
Almost  as  fast  as  VIC  Disk  Drive!  Don't  be  foolish  — 
Why  buy  the  disk  when  you  can  get  the  VIC  Rabbit 
for  much,  much  less! 

Easy  to  install  —  it  just  plugs  in. 

Expansion  Connector  on  rear 

Works  with  or  without  Expansion  Memory. 

Works  with  VIC  Cassette  Deck. 

12  Commands  provide  other  neat  features. 

Also  Available  for  20m ,  4001 ,  and  8032 


1 


<tV^VsJCP_3ot,,200Bauct 

Standard  Terminal  Communications  Package 

■PFO'lOD  OOA  CP<Di>02  BELL-  12  3000  lO  14  36 


Doni  S0t!ta  (or  non-standard  Communications  Proiocolf 
Access  Micro  Net,  Source,  Byllettn  Boards.  Local  Mam- 
frame,  etc 

I  •  Compfete  Package  -  Includes  RS232  inter 
/     face  8oafd  arxl  sottware  (does  not  tnciude 

#     modem) 

•^  ■  Communicales  in  Industry  Standard  ASClt 
^  •  Upload/Download  to/from  Disk 

•  Automatic  File  Translation 

*  Can  be  controHed  from  keytjoard  or  user  sup- 
plied basic  Of  machine  language  program 

Specify  SO  or  4.0  ROMS  or  8032  Commodore  Computer 
4040  or  8050  or  PEDJSK II  Disk  or  CBM64  on  1541 

Price:  $129.95 


ATARI  AND  PET 
EPROM  PflOGRAMMEB 

Programs  2716  and  2532    — ^^-^•''"^ 

EPROMs.  Includes  hardware 

and  software.  PET  =  $75.00- 

ATARl  (includes  sophisticated . 

machifve  bnguage  monitor)  =   ' 

$119.95  j| 


Prownter  Printer  -  Exceltent  dot  matnx  prmt  Paraifel  =  S489  00 
Serial  =  5600  00  IEEE  -  1589  00 


PET  BASIC  SCROLL  PROGRAM 

Scroll  thru  Basic  Programs  using  cursor 
up/down  keys.  Specify  computer  S6.00  on 
cassette,  $9,00  on  diskette. 


65CD2  MAE 

Same  as  our  MAE  but  enhanced  for  the  new 
65C02  Opcodes.  Turns  your  computer  into  a 
development  system  for  the  new  ROCKWELL 
65C02  Microprocessor  $200.00  —  Specify 

Computer. 


6800  CROSS  ASSEMBLER 
A  Cross  Assembler  based  on  the  MAE  that 
runs  on  the  PET,  Apple,  or  Atari  but  assembles 
opcodes  for  the  Motorola  6800  microproces- 
sor. Turns  your  computer  into  a  development 
system  for  the  Motorola  6800  Microprocessor 
$200.00  —  Specify  Computer 

ATARI  and  VIC  Cartridges 

EHS  can  supply  large  quantities  of  ATARI  and 
VIC  Cartridges  for  software  developers.  If  you 
need  cartridges,  call  for  pricing. 


TRAP  65 

TRAP  65  is  a  hardware  device  that 

plups  into  your  6502"s  socket  Prevents 

execution  of  unimplemented  opcodes 

arvd  provides  capabifity  to  extend  the 

macJiines'  msiructton  set 

For  PET/APPLE/SVM 

Reduced  from  $149  95  to  $69  95 


DC  Hayes  Smart  Modem  =  S235  00    I 
DC  Hayes  Micro  Modem  It  =  S289  00 1 


Rana  Disk  Drive  -  375 
4  Drive  Controller '  114 


More  than  just  an  Assembler/Editort 

Now  for  the  "64"    \ 


It's  a 

Professionally 

Designed 

Software 

Development 

System 


A 


MAE 

for 
PET 

APPLE 
ATARI 

New 
Price 
$99.95 

Blast  off  with  the  software  used  on  the  space 
shuttle  project! 

•  [>esi>gn»d  10  improo  ProQrjmmer  Produciiv^iy 

»  SumilAr  syntax  and  comm»n«Js  —  No  need  lo  ™taarn 
PAcuhar  syntaxes  and  commands  v^hen  you  go 
from  PET  to  APPLE  10  ATAW 

•  Coresident  Assembi^r/Editor  —  No  need  to  I0*d 
the  Edilor  ition  iti©  Assambtei'  then  the  Editor,  etc 

•  Also  inctudes  Vitord  Processor.  Rekxating  Loader, 
an<)  much  mofe 

•  Options:  EPROM  Programnef.  unimiplenniented 
opcode  Circuitry 

•  STI LL  NOT  CON VI NC ED  Send  lof  two  spec  sheet t 


5%  INCH  SOFT 
SECTORED  DISKEHES 

Highest  qualrty.  We  use  them  on 
our  PETs,  APPLES,  ATARls,  and  ottver 
computers.     $22.50/10  or  $44.50/20 


EPROMS  2716  =  S4.50  2532  =  $750 

Orer  40  Commodore  Programs  by  Baiter  (on  4040)  =  $25.00 


3239  Linda  Dr. 
Winston-Salem.  N.C.  27106 
(919)924-2889  (919)748-8446 
Send  for  free  catalog! 


liMoitVfConJ  j 


High-Speed  Disk 
System  For  64 

cgrs  Microtech  has  developed  a 
high-speed  floppy  disk  system 
for  the  Commodore  64.  The 
PEDISK  II  is  available  in  single 
or  dual  drive  versions  and  can 
accommodate  3-inch,  5  Vi-inch, 
or  8-inch  disk  drives. 

The  system  includes  a  con- 
troller circuit  assembly,  cable, 
and  standard  disk  drives.  It  fea- 
tures IBM-CP/M  compatibility 
and  the  ability  to  transfer  data  to 
computer  memory  at  250,000 
bits  per  second. 

Each  PEDISK  is  supplied 
v^ith  the  PDOS  operating  sys- 
tem, which  includes  a  full  set  of 
utilities  and  BASIC  commands. 
The  C540-1,  a  single  drive  5^4- 
inch  system,  retails  for  $595. 

cgrs  Micwicch 
P.O.  Box  102 
Langhoruc,  PA  19047 
(215)757-0284 


Apple  Word 
Processor 


Write  Aiva\/,  a  word  processor 
for  the  Apple  lie,  can  be  used  for 
home  or  office  work  and  makes 
use  of  the  features  of  any  printer. 
A  mailmerge/form  letter  feature 
and  data  base  utilities  are  in- 
cluded with  the  program. 

The  program,  which  sells 
for  $175,  is  compatible  with  most 
popular  80-column  cards. 

Midwest  Software  Associates 
P.O.  Box 301 
St.  Louis,  MO  63074 
(800)835-2264  ext.  467 


TI-99/4A  Directory 

A  wealth  of  information  on  and 
about  the  TI-99/4A  computer  is 
provided  in  Micronova's  Hotue 
Computer  Directory  for  the  99 14 A. 

The  52-page  directory  in- 
cludes information  on  new  TI 


equipment,  TI  hotlines  and  con- 
tacts, clubs  and  user  groups, 
third-party  software  listings, 
technical  information,  and  on- 
line data  bases. 

The  directory  is  available  for 
$4.95. 

Microuova 
P,0.  Box  1058 
Northamptofh  MA  01061 


Timex/Sinclair 
Selections 

D.  Lipinski  Software  has  intro- 
duced a  group  of  programs  for 
the  16K  Timex/Sinclair  com- 
puters. All  programs  are  self- 
expanding  to  fit  any  memory 
configuration  and  are  available 
on  cassette  for  $10. 

•  Tutor  is  a  quiz-making 
program  that  enables  you  to 
tailor  tests  for  each  student. 

•  List  is  a  data  entry  and 
retrieval  program  for  up  to  four 
categories  of  information. 


GENERIC 
MINI-FLOPPY  DISKS 


WRITE/PROTECT  NOTCH 

SLEEVES 
HUB  RINGS 
SOFT  SECTORED 


FULLY  CERTIFIED  100%  DEFECT  FREE 
DISKETTES  (1  Box  Min.) 

10-29  (Diskettes)  . . 17.49/box 

30-99  (Diskettes) .  15.99/box 

100  +  (Diskettes 14.99/box 

Add  $2.00  shipping 

MC/V  ISA/CO,  D. 
Ask  AtKJUt  Bulk  Prices 
DEALER  INQUIRIES  INVITED 


COMPUTER  CREATIONS, 
P.O.  Box  292467 
Dayton,  Ohio  45429 
(Can  Collect) 
(513)  335-4260  or 
(513)294-2002 


Inc. 


COMi 


•  >  • 


64s 


•  HARDWARE  • 

FULL  UNE  OF  COMMODORE  COMPUTERS 
AND  ACCESSORIES  AVAILABLE. 

Special  program,  delivery  (UPS,  UPS  AlRj,  and  extended  one 
year  warranty  tree  with  computer  purchase. 


TEN  KEY  PAD 


$69.95 


0  thru  9  keys,  plus  ?,  /,  '.  +,  -  .,  and  ENTER  keys.  Easy  installation. 

No  software  required  Works  witt;  any  program.  Also  works  on  the  VIC-20 

Case  design  subject  to  change. 

AUDIO/VIDEO  CABLE  $9.95 

Hook  your  monitor  &  stereo  up  to  your  64  Instructions  included  on 
how  to  run  external  sound  into  the  sound  chip  for  processing. 

•  SOFTWARE  • 

ADD  $2.00  FOR  DISK  VERSIONS 

SPRITE  SHAPER"  $24.95 

See  the  multi-color  Sprite  take  form  as  you  design  it. 
Easy  to  use  program  forms  the  Data  and  Poke  for  you. 

SOUND  SHAPER"  $14,95 

Try  different  settings  of  ADSR,  waveforms,  and  filters  for  each 
of  the  three  voices  by  simply  pressing  function  keys. 

QUALITY  COMPUTER 

801  S.  VICTORIA  SUITE  1  05 
VENTURA,  CA  93003 

(805)  656-1330 

MASTERCARD  •  VISA 

Send  25C  for  our  VIC  or  64  Catalog  •  Dealer  Inquiries  Invited 

ABOVE  SOFTWARE  AISO  AVAILAflLE  FOR  THE  COMMODORE  C128/40 


258     COMPUTi!     July  1983 


INTEC 

RAM  BOARDS 

Lifetime  Warranty 

ATARI 

32K    400/800       59.95 

48K    400    ....     84.95 

64K    400    ....     99.95 

PRINTERS 

EPSON  FX80  .  529.95 
NEC  8023  .  .  .  439.95 
Prowriter8510      369.95 

INTERFACES 

Microbits  MPP  noo  Atari  79.95 
Grappler  + /l/7jO/e    ...    129.95 

Ordering  Information: 

We  accept  Wl/C,  VISA,  Money  Orders,  and 
Cashier  Checks.  Sorry  No  C.O.Dis. 
SHIPPING:  Add  3%  UPS  ($3.00  Minimum). 
APO/FPO  5%  (S5.00  Minimum),  Credit 
Cards  add  3%.  California  Residents  add 
6%  Sales  Tax. 

MICRO 
MERCHANT 

290  N.  10th  Street 

P,0.  Box  1516 
Colton,  Ca  92324 

ORDER  LINE 

714-824-5555 


Get  Omni  quality 
for  as  little  as  $L99... 

even  if  all  you  want  is  a 
10  pack 


ARCHIVE 

152  Boston  Turnpike 
Shrewsbury,  VIA  01545 
(800)  343^0314; 
in  Mass: 
(617)  756-2960 


Call  toll-free  for  great  savings  on  Omni's  complete 
line  of  5VV'  and  8"  premium  disks.  Each  is 
certified  error-free  at  a  minimum  of  twice  the 
error  threshold  of  your  system.  Each  is  rated  for 
more  than  12  million  passes  without  disk-related 
errors  or  significant  wear.  And  each  is  precision 
fabricated  to  exceed  all  ANSI  specifications  with 
such  standard  features  as  reinforced  hub  rings  and 
Tyvec  sleeves.  Get  next  day  shipment 

and  an  unconditional,  no  hassle 
money-back  guarantee. 


Call  toll  free 

(800)  343^0314 
In  Mass:  (617)  756-2960 

Call  it  you're  not  sure  which  disk  is  compatible  with  youT^ 

system.  Call  for  prices  on  %  tpi  and  special  formats.  We  offer  an 

unconditional  money-back  warranty.  WcVo  here  to  help. 

Be  sure  to  indicate  system/drive  name  and  model  #  below. 


ow, 
mplete  line 
"and  51/4" 
ks,  including 
TPI  and 
ial  format 


51/4"  disks 

Cost  per 
10  pack     Quantity 

$19.90 

$23.90      


Single  side/ single  density 

Single  side/doubie  density 

DtiuMe  sideAinglc  density 

Diiuhle  i>idc ''double  density 

Flip/Floppy  rcversibk* 

Plastic  library  case 

tin  Itcu  of  soft  St  1.1  rage  box) 

Shipping  and  handling 

t52.LV  fir*t  10  pa^k.  4t\'  addirional  10  packs.  Comincm.il  U.S.  only.) 

5%  sales  tax  (Ma^s  only) 

n  Check       DCOD    D  Master  Card    DviSA 


$37.50 
$39.90 
$   2.99 


8"  disks 

Cost  per 

10  pack  Quantity 

$24.90 

$31.90      

$34.90      

$37.50      . 

$39.90  ^___„ 

$   3.49      


Total 
Cost 


Total 


Card  #  . 


_Exp._ 


Name  _ 


Svsicm-  drive  model  #  _ 
Tel  ^^^_^__ 


Address . 


C-7 


July  1983     COMPUTE!    259 


EXPOTEK 

2723  W.  Windrose  •  Suite  3 
Phoenix,  Arizona  85029 

1-800-528-8960 


GUARANTEED 
LOW  PRICES 

APPLE  CARDS 

16KRAM  — $78  Z80  CARD  — $235 

Videx  Card  —  S227      Viewmax-80  —  S175 
Micro  Soft  Prem.  PK  —  $4  75 
ALTOS 

5-15D—  $2120  5-5D  —  $3985 

580-10 -S4695  586-10 -$5698 

580-14  -$9395  8600-1  2  -  $8950 

CITOH 

FIG  40CP5- $1170  FIO  55CPS  —  $1580 

1550P  — S659  i550CD— $709 

8510P— $399  8510eCD  — $499 

DATASOUTH 
DS120  — $595  DS180"$1175 

DIABLO 
630RO—  $1749  620  -  SS95 

APPLE-LOOK-A-LIKE 
Call 

HAZELTINE 

1500—  $995  ESPRIT—  $498 

MICRO  SCI  A2 

S265  —  Apple  Drive/Card  —  $375 

MODEMS 

HAYES  —  MICROtVlODEM  —  $263 
HAYES  —  SMARTMODEM  —  $199 
HAYES  —  1200  Baud  —  $530 

MONITORS 

Amdek  300  —  $135  Color  t  —  $295 

Amdek  Color  II  —  $625        Amber  —  $149 
BMC  Green—  $S5       USI  Amber  —  $149 

NORTH  STAR 

Advantage  —  S2250         280A  —  $1950 
5m  Byte—  $3350  15m  Byte  -  S4499 

NEC 

8023— $425  7710— $2045 

3510—  $1375  3550  — S1834 

OKIOATA 

M92A  —  S480  M93A  —  $830 

M82A  —  $385         w/Tractor  &  Grap.  —  $465 
M84P-$965  M84S-SCALL 

Pacemark  2350P--  S1999 

TELEVIDEO 

802  —  $2599  S02H  — $4450 
806  —  $4950  800A— $1250 

803  — S1890  1603  — $2695 

TELEVIDEO 

910—  $569     925  —  $718 
970—  $1040    950  —  $899 

Tl 

810  — $1240        820  — $1795 

ZENITH 

Z19-S670       Z89  — $2129 

SOFTWARE 

All  Major  Brands  ■  25%  off  list  -  $  CALL 
DISKETTES/ BOXES 

Elephant  —  $19  Scotch    -  $25  Dysan  —  $35 

All  Prices  Subject  To  Change 


Customer  Service 
602-863-0759 


•  Check  is  a  checkbook  pro- 
gram for  200-400  transactions.  It 
includes  several  print  options 
and  allows  correction  of  entry 
errors. 

•  Inex  is  an  income  and 
expense  sheet  that  can  keep 
track  of  more  than  99  separate 
accounts. 

•  Stock  keeps  track  of  your 
stock  portfoHo  and  allows  com- 
plete listings  to  screen  or  printer. 

•  Inven  is  an  inventory  ac- 
counting program  for  quantity 
purchased,  sold,  balance  on 
hand,  cost,  replacement  costs, 
and  accrued  values. 

D.  Lipinski  Software 
2737  Susquehanna  Road 
Roshpi.  PA  19001 


PET/64  Programs 

Midwest  Software  has  released 
five  new  programs  for  the  Com- 
modore PET  and  64  computers. 
•  Script  Ease  is  a  40-column 
word  processing  program  de- 


CASSETTES  !  !  ! 

FOR  YOUR  COMPUTER 

•  Computer  Grade     •  Wide  Dynamic  Range 

•  100%  Error  Free  •  5  Screw  Housing 

•  Fully  Guaranteed  •  Carefully  Packed 

A/I  Prices  Include  Shipping 
*  Phone  Orders  Add  $7.50  C.  0.  D.  Fee  * 

COMPUTER  TAPE  PRICES 

Length  12  LOT         24  LOT  TOO  LOT 


C-5  .52/6.24       .38/9.12       .35/35.00 

C-10  .55/6.60       .40/9.60       .35/35.00 

C-20  .60/7.20       .45/10.80     .40/40.00 

BASF  DPS  Tapes  Add  .05  Cents  Per  Tape 

—  Custom  L  engths  A  vaitabfe  — 

, . .  Write  For  Volume  Prices. . . 

—  Noreico  Cassette  Cases  and  Labels  — 
[with  Cassette  Orders  Oniy] 
1 2-249  Cases/  .20  Ea.  250- .  1 3  Ea. 

12  Labels  for  .20  1 20  for  1 .70 

1 000  Pinfeed  Labels  1 4.50 

SEND  MONEY  ORDERS  OR  CHECKS  TO: 

CASS-A-TAPES 

Box8123-C 

Kansas  City,  Mo.  641 12 
816-444-4651 


signed  to  be  useful  for  both  chil- 
dren and  more  sophisticated 
users.  Requires  32K  PET/CBM; 
$39.50. 

•  Datalog  is  a  data  base  that 
allows  you  to  create  up  to  1000 
200-character  records  on  a  4040 
disk.  Datalog  interfaces  with  most 
word  processors  to  print  form 
letters  or  labels.  Requires  32K 
PET/CBM;  $39.50. 

•  Date  Due  manages  overdue 
items  in  libraries,  printing  a 
variety  of  reports.  Requires  16K 
PET  or  64,  and  disk  drive; 
$39,50. 

•  Ledger  is  a  financial  pack- 
age for  personal  or  school  ac- 
counts. It  handles  up  to  300 
transactions  in  any  number  of 
accounts.  Requires  16K  PET  or 
64  and  disk  drive;  $29,50. 

•  Multiple  Choice  creates  up 
to  150  question-and-answer  sets 
per  disk  file.  Any  number  of 
questions  can  be  selected  from 
the  bank  and  randomized  if  de- 
sired. Tests  can  be  taken  on 
screen  or  printed  on  paper.  Re- 
quires 16K  PET  or  64.  Supplied 
only  on  disk,  but  can  be  saved 
and  used  on  tape;  $29.50. 

Midwest  Software 
Box  214 

Fanuiugton,  MI  48024 
(313)477-0897 


Joystick  For  Atari 
And  VIC 


AMIGA  has  introduced  a  preci- 
sion joystick  for  use  with  Atari 
and  VIC-20  computers.  The 
Power-Stick,  which  has  a  short, 
1 '/2-inch  handle  for  faster,  more 
direct  control,  offers  eight-way 
response. 

The  joystick  is  molded  from 
high-impact  plastic,  and  includes 
fire  buttons  on  both  sides  of 
the  controller.  It  comes  with  a 
carrying  case  and  an  extra-long 
cord.  Power-Stick  sells  for  $9,95 
each. 

AMIGA  Corporation 
3350  Scott  Boulevard 
Santa  Clara.  CA  95051 
(408)748-0222 


YOU'RE  GONNA  LOVE  THESE 

ROCK  BOTTOM  PRICES! 


JOURNEY  TO  THE   PLANETS 

29.95 

21.95 

AHDEK  COLOR   I   PlXrs  KWITOR 

319.00 

ACTICW 

W.QO 

u.9a 

JUKPHAN 

19.95 

27.95 

APPLE    EM3JLAT0R 

CBHM 

79.50 

DEADLY  DUCK 

CART/vic3a 

34.00 

AQVAHCID    HJSIC    SVSTV* 

3*.*> 

31.95 

KID€    AMD   THE    ATARI-BOOK 

19.95 

11.9* 

CARDBOARD    (6    CART    *    RESET} 

VIC-20 

70.00 

DEADLY  S£IES 

CART/vicja 

27.50 

AX 

*4.9S 

34.49 

EIKDEROOHP 

29.95 

21.95 

Tta   CAJ)D7     (FOR    FARA11.EL    PRTR) 

CBMM4VIC- 

'20 

58,00 

0D1OK  ATTACK 

CART/VIC30 

27.50 

w<7i-suB  PAtnoL 

n.'^i 

31.95 

E-RAZY   SHOOTOUT- WDM 

49.95 

14.49 

CARDETTE    (CASSETTE    IKTFCE) 

CEHMtVIC- 

3D 

32.00 

DRELBS 

CASSiDlSK/M 

24.00 

AFPLX  CID£R  SPIDER 

39. 9S 

37.95 

EJHG    ARTHUR'S    HEIR 

39.95 

21.95 

CAHDAPTER/1    ATARI    2600    K^fCE 

VIC-30 

50.00 

FACEHAXER 

DISK/ CM 

24.00 

JtHCAISX  HACHIKE 

S».<>5 

4  1.49 

LECIOMHAIRE 

35.00 

25.00 

CAROHRITXn/l   LIGHT  PEN  W/CASE 

CBMfrUVlC- 

20 

16.50 

FAST  EDDY 

CART/VIC30 

27.50 

ASHOS  ASSAULT 

1*.95 

27.95 

LETTER    PERFECT     (40/90) 

1 49 . 95 

109.95 

COi«ODORE    64    HCMK    COMPtTTER 

CB»**4 

369,50 

FINAL    ORBIT 

CART/C64 

24.00 

ATARJ    BCXJKtrEPtli  KIT 

J45.95 

179.95 

LETTER    PERFECT    IfTILlTT 

39.95 

21.95 

COMHODORKXILOR  PLOTTER 

CBM64iVIC- 

'2Q 

179.50 

FT.     APOCALYPSE 

CASSiOISK/64 

24.00 

ATAJlI    MACRO    IUS5EH/TEKT    ID 

B9.95 

64.49 

LUNAR    LEEPER 

29.95 

21.95 

COMMODORE    1510   DATASETTt 

CBMfcliVlC- 

20 

61.00 

FROGGER 

DISK/ CM 

24.00 

ATAW  KicRDsonr  basic  ii 

69.95 

b4.49 

HASTER  XDIORY  MAP 

«.95 

4.95 

COtWODORZ    1541    DISK  DRIVT 

CBM6*tVIC- 

20 

139.50 

FRUIT   FLY 

CASS/V1C2D 

9.00 

ATARI   MUSIC  ODKKiSMt-KJM 

J»,9i 

29. 9S 

MASTER  TYPE 

39.  M 

37.95 

COHMOOORl    1525   PRINTER 

CBHM4VIC- 

20 

129-5D 

FUEL    PIRATES 

CASS/VIC20 

11.00 

ATARI    PILOT   EXrCATIOH-RCW 

Ti«J.9S 

94 -9S 

HATING  EOHE 

29.9S 

21,95 

COMMOOORE    1600   HOOEN 

CBHM4VIC- 

20 

95,50 

GALACTIC  BLITZ 

CASS/VIC20 

17.25 

ATARI    PltOG.»A*OUtR  KIT 

M.9S 

45.95 

MATCH    BOIES 

29.95 

21.95 

COMMODORE  COLOR  MONITOR 

CBM444VIC- 

20 

369. 5D 

GALACTIC  CROSSFIRE      CASS/VIC20 

10.25 

ATARI   SfSBD   FtKADIHG 

74. 9S 

54.95 

MAURAUDER 

3*. as 

34.49 

OOMMCkCBRE     1650    AUTODIAL    MODEM 

1  CBnfr4tVIC- 

20 

169.50 

GOLD   FEVER 

CAKT/V1C30 

27.50 

ATARI  «CM   USIR  MOTES 

iS.'JS 

31.95 

MAX/65     tWITH    OS/A+J 

ao.oo 

54.95 

MICRO    EXPANSION    CHASSIS 

CKHM 

15,75 

GOLD  MINE 

D1SK/V1C20 

27.50 

ATARX  TOWB  TTPIMG 

24.95 

17. 9S 

MIOCETf    IS   GREAT  CXmjOORS 

49.95 

35.95 

VIDEO    PAK    BD     (BO    COLUXNJ. 

CBHG4 

129.00 

GRIDRUNNER 

CART/M/V1C20 

37.50 

ATARI    HRITER 

79.95 

56. 9S 

MINER   2049'ER-E%M 

49.95 

34.49 

VIDEO    PAK    aO    Vltti    CP/M 

CBM«4 

319,00 

HAltGKAN 

eKCASS/VIC30 

6.35 

BAMIITS 

J4.95 

24.95 

MISSILE   (30#giAND-HDM 

34.95 

26.49 

ATARI     BCO    4BK                                      $4B9-X100    REBATE' 

-189.00 

HARRIER 

CASS/VIC20 

24.00 

HAXK   SlKUt    MMTUt 

69. 9S 

49. 9i 

hONSTZR  SMASH 

29. 9S 

21.95 

ATARI     TJDD    64K                               t519-«100    RIBATE' 

-419.00 

HESHQH    HDNITOR 

c:aht/&44vic20 

27.50 

£ASIC  CQWIIXH 

»9.95 

68.95 

MORL 

44.95 

3!. 95 

ATARI    NUMERIC    KEYPAD 

94.95 

HESNRITER  W/p 

CART/VIC20 

37.50 

HATTLX    n)R    NOlQfAWOY 

19.95 

27.9J 

NAUTILUS 

14.95 

24.49 

ATARI    PROCRAIWER  KIT 

49.95 

HESWRITER    64 

CART/CM 

11.00 

BATTI^  or  SMIUDH 

19.95 

27.95 

NECROMANCER 

14.95 

24.49 

4  TO   RECORDER 

72,95 

HEY  DIDDLJ!   DIDDLE        DISK/CM 

21.00 

BIUSTOAO 

M.95 

11.95 

THE   NICHTKARE 

29.95 

21.95 

910   OISE  DRIVE 

424.95 

IN   SCAROi  or  THE  MOST 

J9.95 

27. 9S 

OPXRATIOM    miRLHINQ 

14.95 

24.49 

950   IMTERFACI  JCDULE 

169,95 

AMAZING    THlHC             DISK/CM 

27.50 

BODE   or    ATARI    SOfTlfARK'a} 

19. 9S 

14.95 

OS-A+   4   EASIC  A+ 

SQ.OO 

54.95 

C.     :TG*I     PBOWRITEH    1 

194.95 

JUMP  MAM 

DISK/CM 

37.50 

fliJC/65 

14.  *S 

i4.49 

PAIHT 

19.95 

29.95 

C.     ITOH    PROWIUTER    11 

649.95 

tIJlOEBOOiCP 

DISK/CM 

31.00 

C/65 

ao.oo 

54.95 

29.95 

21.95 

c.  :to«  starwriter 

1125.00 

MARTI A«   RAIDER 

DISK/VIC20 

11.75 

CAP'M    COSID 

14. 9i 

ia.95 

P.M. ANIMATOR 

14.95 

24.49 

CASSETTE    'N    CARTRIDGE    FILE 

21.95 

METEOR 

BKCA5S/VIC30 

7.50 

CASTLi  HDumsniK 

29,95 

21.95 

POEXR'S.A.H. 

i4.95 

17.95 

ELEPHANT  SS/SD  DISK 

10/16.95 

MONSTER   MAZE 

CAHT/YIC20 

27.50 

cmriPESE-ROH 

44. 9S 

11.95 

PREI-PIE    11 

14,95 

24.49 

ELEPHAKT   SS/DD    DISK 

10/19.95 

MULTISOUHD    SYNTf- 

1.           DISK/VIC20 

13.75 

aiOPLIFTER    -    RDK 

44.95 

11.95 

PYRAMID  PUEZI.ER 

44.95 

11.95 

ELEPHAin-  OS/00  DISK 

10/35.95 

KUHBERCKASER 

16KCAS5/VIC20 

17.25 

49 .  4S 

34.49 

OIE 

44.95 

11.95 

EPSON  rx-eo  w/tractor 

LCMI  1 

NUKBER  CaUNCH 

CART/VICiO 

37.50 

OOCO   II 

)4 .  9S 

27.95 

RASTER  filASTSft 

29.95 

21.95 

EPSON    MX- 100    F/T 

LOHII 

NUMBER    GULPER 

SK  CASS/VIC20 

17.25 

COWJH    PRINT 

19,99 

27,95 

HEADING    ITLICaT 

44,95 

11.95 

FLIP-N-FILE 

21.95 

PHAMOH'S    CURSE 

24,00 

CO*MUHICATOR    KIT 

279. 9S 

214.95 

BOUND  ABOOT 

29.95 

21.95 

cem:ni-io  prjhtep 

Lown 

PREDATOR 

CART/VIC 20 

37.50 

COHVIRSATIONAL    tRXHCH 

59,95 

42.95 

SAMMY   LICHTFOOT 

14.95 

24.49 

CEMIHl-15    PRINTER 

LDHi  r 

CART/VICiO 

30.25 

CO*fVZH£ATIOllAL  SPANISH 

59,95 

42.95 

SAMKlf   THE   SEA  SERPENT 

23.95 

16.95 

IN    KCKE    400    KEYBOARD 

94.95 

QUICK   &ROWN   POX 

W/P   CART/VIC20/64  44-75 

tax  COSMIC   SALAKCt 

J9.95 

27.95 

SEA    DRAGON 

14.95 

24.49 

IHTCC    33E    RAM 

69.95 

RAID    ON    ISRAH 

CASS/VIC20 

13.75 

CROSSriRI-POH 

44.  9S 

29.95 

SEA    TOX 

29.95 

21.95 

INTEC    40K   RAM 

119.95 

REAGANQMICS 

CART/VIC20 

27.50 

CYTROW  HASTE PS 

39. 9S 

27.95 

747    LAHDINa    SIMULATOR 

22.95 

16.95 

MOSAIC   64K   RAM  SELECT 

149.95 

REPTOM 

DISK/CM 

27.50 

DA  ruzz 

44.95 

11.95 

SHADOW  WORU) 

34.95 

24.49 

HAYES   SHARTMODEM   300   BO 

194.95 

RESCUE  AT   RTGEL 

16XCASS/VIC30 

31.00 

DATA    PERFECT 

99.95 

74.95 

SHAMUS-AOH 

44.95 

11.95 

}LfcYES    SMARTMOOEM    1200    BD 

499. 9S 

RETRO  BALL 

CART/CM 

Z7.50 

DATA!  IKK 

19.95 

27.95 

SWEATERS 

29.95 

21.95 

NEC    B023     PRINTER 

459.95 

RICOCHET 

HK  CASS/VIC20 

11.75 

DAVID'S  MIOHIGHT  HAillC 

34.<»S 

34.49 

SOrTHARI  AOTO-IWUTM   (SAM) 

59,95 

41.49 

NEC     12"    HIRES    GREEN    SCRN 

149. 9S 

ROBOT  PANIC 

CART/VICZO 

27.50 

DEADLINE 

49.9^ 

34.49 

speeh  head  plus 

i9.95 

41.49 

NBC    12-    ZCOtKl   GREEM    SCRN 

79.95 

SCORPION 

CART/VIC3* 

27.50 

DEnHDER 

44.95 

11.95 

SPEED*! AU    BLAST 

29.95 

21.95 

NOVATION  J -CAT  MOOEK 

109.95 

SHAMUS 

CART/VIC20 

27.50 

DE  RZ  ATARI 

19. 9S 

14.49 

SPELLING    BEE    GAMES 

39.95 

27.95 

MOVATICWt    SMART-CAT     1Q3 

179.95 

O1SK/VIC20 

11.75 

DIG   DUG 

44.95 

31.95 

SPELL    in  SARD 

T9.95 

54.95 

NOVATION    SMART-CAT    212 

424.95 

SIDEWINDER 

SK  CASS/VIC20 

21.00 

DISK  MAN ACER 

29.95 

3U95 

STARCHOSS 

39.95 

27.95 

PERCOM    SS/SD/ 1DR       (flaKJ 

419.95 

SIMOW 

CASS/VIC20 

11.00 

34,95 

24.49 

STAR  MAZE 

44.95 

31.95 

PERCOM   BS/DD/IDR       (176^) 

519.95 

6502   PROr  DEV  SlfS        CASS/6VV1C20 

21.00 

24.95 

17.49 

STAR    RAIDERS- HC3M 

44.95 

31.95 

PEBiCCM  SS/DO/2DRS   (  352EJ 

859.95 

SKI    RUN 

SKCASS/VICiO 

U.bU 

DIStET 

49.95 

34.49 

STAR  MARRJOF 

39.95 

27.95 

PKRCC41  DS/DD/10R      (352K) 

449. 9S 

SflAKE    BYTE 

CAFT/OM 

24. OB 

□ISIL5<IAN 

4&.oa 

28.00 

STOHT    MACHINE 

14.95 

J4.49 

PlPCOH    DS/DD/3DHS    (  704EJ 

919.95 

SNOOPER   TROOPS    #1          DISK/CM 

27.50 

DISKWII 

29.95 

21.95 

SUPERMAN   III 

49.95 

15.95 

SIGWAUIAN   KK    II    MODEM 

79*95 

SPACE    ATTACK 

BK    CASS/VIC20 

6.25 

DIVISION     I 

44.95 

31.95 

SURVIVOR 

14.95 

24.49 

USI    13-   AMBER  WC^ITOR 

159.95 

SPIDER   CITY 

CAKr/M/vic20 

27,50 

DNIEPER    RIVER    LIKE 

30. oa 

31.95 

SWIFTT    TACH    MASTER 

39.95 

31.95 

219.95 

SPORTS  SEARCH 

CASS/VIC20 

11.75 

DODGE    HACIR 

14.95 

34.49 

SYW  ASSKBUCa 

49.95 

14.49 

WICO  JOYSTICK 

21.95 

SCOISH'EM 

CAPT/M/VIC20 

34.00 

eASTEm  rK»n  |194tj 

29.95 

21.95 

69.95 

49.95 

MICO  REDBALL  JOYSTIClt 

24.95 

STARCROSS 

DISK/ CM 

27.50 

E)1T  6502-ROM 

199.95 

144.95 

TEL£TA1X 

49.95 

16.95 

HI CO  DELUXE  JOYSTICK 

39.95 

SURVIVOR 

cAssLDisryt&4 

24.00 

TWl   ECUCATOR  T-IT 

1$4.9S 

109. 9S 

TELETARI 

19.95 

37.95 

WIOO  TRACKBALL 

49.95 

SWARMt 

CASS/VICiO 

21.00 

rACEXAXZR 

14.95 

34.49 

TEMPLE   or  APSHAl 

19.95 

27.95 

UICO     12     FT    EXTENSION    CORD 

6.95 

SWORD  OF  FAisGOAL           16KCASS/VIC20 

21-00 

PAMTASTIC    VOYAGE- RDM 

14.95 

2«.49 

TEXT  WIZARD   I 

99.95 

6S.95 

^_ 

SYH    THE    SOUND/MUSIC    CART/VIC30 

41.00 

FILE    MANAGER    + 

99.95 

60.95 

TIGERS    IK    THE    SNOW 

19.95 

37.95 

^Scommoaore 

TELEHCARD 

CASS/CM 

15.75 

riHANCIAL  WIZARD 

59.  *5 

19.95 

TIKE  KISE 

29.95 

21.95 

TOHC 

CASS/VIC30 

12.35 

rhua  tiDRDs 

14.95 

24.95 

TYPE    ATTACK 

39.95 

27.95 

AGGRESSOR 

CART/VIC20 

27.50 

TURMOIL 

CARTT/VICIO 

27.50 

FLASH  t^OROOti^mi 

14.95 

2£.95 

TtfTTI    FRLTTI 

34.95 

tT.95 

ALIEN    SOCCER 

CASS/VIC30 

10.35 

TURTLE  GRAPHICS 

CAHT/VICJO 

27.50 

FLIP    OUT 

29.95 

21.95 

VC 

25.00 

17.49 

AWDROKEDA  CDKQtrEST 

CASS/0*4 

T3,5D 

TURTLE  GRAPHICS 

11      CART/CM 

41.00 

FIREBIRD- ROM 

19.95 

27.95 

VISICALC 

199.00 

149.95 

APE  ESCAPE 

DISK/VIC20 

27.50 

TYPE   ATTACK 

CAMT/M/V1C20 

27.50 

fOJtT  APOCAXrYPSE 

34.95 

24.49 

WARLOCK'S    REVENGE 

34.95 

34.49 

BLADE   or  ELACKPOOLE 

DISK/CM 

27,50 

THE  VEIN  GAME 

DISK/VIC20 

24,00 

FHDGGER 

34.95 

24.49 

WAY    OUT 

19.95 

27.95 

CAVE- IN 

CAJrr/viC20 

27.50 

VIC    FORTH 

CART/VIC20 

41.35 

CAUOCIAN 

44.95 

11.95 

WIZARD* PRINCESS   HIRES  ADV 

32.95 

22.95 

CHECKBOOK 

CASS/VIC20 

13.75 

VIC-MEN 

aKCAss/viC20 

15.00 

CaOST  ENCOUNTEPS 

39.95 

31.95 

WIZARD    OF    HOH    -    ROW 

44.95 

31.95 

COMPUTER  FOOTBAJX  STRATEGY 

cAss/ci4 

li.OO 

uic  MUSIC  COMPOSER    CAiirr/vicao 

30.00 

SHOSTLT   MASKJR 

24.95 

17.95 

TOUR    ATARI    COMPUTER-BOOK 

T6.95 

12.95 

COMPUTER  STOCKS  i   BONDS 

CASS/C&4 

11.75 

VICTREK 

CASS/VIC30 

12.35 

GLOBE  MASTER 

39.99 

21.95 

ZJUUCOH 

39.95 

37.95 

CONCENTRATION 

CASS/VIC20 

11.00 

VIC    VAHGC 

CASS/VIC30 

9.00 

□ORF^BCM 

44.95 

2a.  49 

ZORE  I    IJ  OR    III 

39.95 

27,95 

CRITICAL  MASS 

0ISK/C64 

27.50 

VIDEO   SEARCH 

CASS/VIC20 

11.75 

GRAPtllC    GStERATOR 

24.95 

!7.49 

CROSSFIRE 

CASS/VIC20 

21.00 

yORD  SEARCH 

CASS/VIC20 

11.75 

CRAPHIC    MASTER 

THE    ItOME    ACCOUKTAMT 

39.95 

74.95 

27.95 
54.95 

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DEADLINE                                                      DISK/064 

Hayes'      mosaic 

'               64KRAM 
r  FIUMKIM      SELECT 

NEC    IBM                In 

34,50 

C2I 

ZORK    I     II    DR    til 

DtSK/OM 

27.50 

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H9ST¥1m^^i¥!^I 

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[      OAI*  F*OtMlCrk  •*        1 

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^ATARj^     RanaSyst« 

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FOR  lASTEST  OELlVKkV:  CASHIEK'S  CHECK  OR  VlEA/rtASTEBCABD  (HO  EXTRA  CHARGE  FOR  CARDS.  INCLUDB  NUMBBR*  SXPIRATlOh  DATB.  NAHK,  ADDRESS  t  PHOHK),  PER*30NAL  CHECK 
ALLOW  2  WEEKS  TO  CLEAR.  PURCHASE  ORDER  MUST  IMCLUDE  CHECK.  SHIPPING  b  HAHDLIHGi  COf^TINENTAL  [J.S.  51  {%b  MIN),  ll.i'.S.  STRKIT  ADDRKSS  R«QDIIUtD;  APO  KPO  ALASKA 
HAWAII  ^  MONITORS  b%  ($10  MlNJf  FOREIGN  15%  (£1&  MINJ.  INCI.UDB  PKONB  NtlHBBR  WITH  AlA.  ORDERS.  ALL  ITEMS  ARE  HEW  WITH  MANUFACTURER'S  WARRANTY,  APPLE  COaNTRY, 
LTD-  CA^iSOT  GUAKAHTEE  THE  flERCHANT ABILITY  OF  ANV  PRODUCT.  PRICES  AW:  ElJllJECT  TO  AVAILABILITY  &  CHANGE  WITHOITT  NOTICE-  DLJE  TO  OUR  LOW  PRICES,  ALL  SALES  ARE 
FINAL,  RETURNED  MERCHANDISE  IS  SUBJECT  TO  A  RESTOCKING  FEE  k  MUST  COME  IN  ORIGINAL  UNDAMAGED  CARTON  WITH  RMA  WUMUER.  MO  SOFTWARE  EXCHANGES.  CALIFORNIA 
RESIDENTS  ADU  &"*  TAX.  SEND  $1  FOR  NEW  FALL  CATALOG  tGOOD  TOWARD  FIRST  PURCHASE].  APPLE  COUNTRY,  LTD,  IS  A  DISCOUNT  HAIL  ORDBR  UODSE  FOR  THB  fUCROCONPDTKR 
INDUSTRY    f.    IS    A   CALIFOBWIA   CORPORATION    NOT   AFFILIATED    WITH    APPLE    COMPUTER    INC,    APPLE    IS   TRADEMARK   OF    Af'PLE    COMPUTER    INC.  6.1,BJ 

Call  us...  we  can  help!  (619)  765-0239  jui^'aa  ca°iV92036 

App)e  Country,  Ltd  is  a  DISCOUNT  MAIL  ORDER  HOUSE  for  the  micro  computer  industry 
and  IS  a  Californra  corporation  not  affiliated  with  Apple  Computer  Inc    Apple  is  a  trademark  of  Apple  Comouter  Inc. 


Color  Computer 
Games 

Five  new  games  for  the  TRS-80 
Color  Computer  have  been 
released  by  Radio  Shack.  The 
programs  include  adventure^ 
arcade-style,  and  card  games, 
and  all  include  high-resolution 
graphics.  Unless  otherwise 
noted,  all  games  require  a  16K 
machine. 

The  games  are: 

•  Klciiiiathii,  a  space  adven- 
ture based  on  the  book  Starship 
Troopers  by  Robert  A.  Heinlein. 
The  players,  fighting  in  the  ''Bug 
Wars"  on  the  planet  Klendathu, 
drop  from  their  starship  to  the 
planet's  surface  where  they  must 
destroy  as  many  bugs  as  possible 
before  their  special  suits  run  out 
of  energy.  The  game  is  available 
on  cassette  for  $14.95. 

•  Canyon  Climber,  an  action 
game  in  which  the  player  must 
maneuver  a  climber  through 


three  levels  of  play,  setting  dyna- 
mite charges  while  avoiding 
mountain  goats,  Indian  arrows, 
and  falling  rocks.  Canyon  Climber 
is  available  in  a  ROM  Pak  for 
$34.95, 

•  Bridge  Tutor,  an  instruc- 
tional program  for  beginning 
and  average  bridge  players.  The 
program  includes  100  bridge 
hands  to  play  or  analyze.  Mes- 
sages signal  when  a  wrong  bid  is 
made  or  a  wrong  card  is  played. 
The  player  can  choose  an  offen- 
sive or  defensive  hand  to  play, 
or  the  computer  can  play  all  four 
hands.  Bridge  Tutor  is  available 
for  $34.95  for  computers  with  a 
minimum  of  4K. 

•  Doubleback,  a  game  in 
which  players  use  a  joystick  to 
encircle  random  objects  on  the 
screen  with  a  moving  line.  Avail- 
able in  ROM  Pak  for  $24.95. 

•  Card  Games,  a  program 
that  gives  the  player  a  choice  of 
six  games  -  solitaire,  solo  poker, 
last  pirate,  go  fish,  blackjack, 
and  war.  Card  Games  sells  for 


$19.95. 

Tandif  Corporation /Radio  Shacfc 
ISOO^Oue  Tandy  Center 
fort  Worth,  TX  76102 

Improving  Atari's 
Memory 

Mosaic  Electronics  has  intro- 
duced the  Mosaic  64K  RAM 
Select,  a  board  for  the  Atari  400 
and  800  computers.  The  64K 
RAM  Select  is  bus  compatible 
for  use  with  the  Atari  16K  or 
Mosiac  32K  RAM  boards. 

Atari  800  owners  can  use 
the  board  to  simulate  Atari  1200 
architecture,  or  the  board  can  be 
configured  for  bank  selection. 
The  64K  Select,  which  sells  for 
$199,  is  compatible  with  8K  and 
16K  ROM  cartridges.  It  installs 
without  solder,  but  requires  a 
cable  kit  from  Mosaic. 

Mosa  ic  Elect  rou  ics 
P.O.  Box  708 
Oregon  City,  OR  97045 
(503)655-9574 


ATARI 

ATARI 

$32.95 

$25.95 

PACKMAN 

FROGGER 

CENTIPEDE 

SHAMUS 

STAR   RAIDERS 

SERPENTINE 

GALAX  IAN 

MICROPAINTER 

DEFENDERS 

APPLE  -  ATARI  -  IBMPC 

APPLE  (DISK) 

$28.95 

$25.95 

ZORK   1,   II,   III 

AE 

CYTON  MASTERS 

CRISIS  MOUNTAIN 

COSMIC  BALANCE 

FLIGHT  SIMULATOR 

STARCROSS 

CHOPLIFTER 

APPLE  -  ATARI   =   IBMPC 

BUSINESS 

$32,95 

APPLE  -  IBM 

SNOOPER  TROOPER 

VISATREND/PLOT 

TIGERS   IN  THE  SNOW 

$233.99 

TEMPLE  OF  APSHA1 

PERSONAL  INVESTOR 

$104.95 

HARDWARE 

MISC.  SOFTWARE 

MICROMODEM   II  $265 

25%    OFF  AU 

IBM   256K  $682 

1  MAGIC 

IBM   64K   $269 

ACTIVISION 

MD-1    $25.50 

SPECTRAVISION 

15%    OFF  ALL  HES 

*  OTV. 

PRODUCT  NAiyiE 

PRICE 

1 

7 

3 

A 

^ 

SUBTOTAL 

TAX 

SHIPPING 

TOTAL 

P.O.   Box    1075 
GieneJale,   CA  91209 
Phone  (213)  247-6484 


For  Fas)  Delivery,  Bond  certilied  or 
cashier  checks,  mon*y  ordl«ri,  or  dh 
rect  bank  wire  ififiiferi  Pflrionat 
chDCks  allow  2  to  3  weeks  lo  cteer 
Prices  reflect  a  c«»h  diicount  only 
and  ate  subject  to  change.  SMppinci 
—  Software  ($2  00  Minimum)  Hard- 
ware (15-00  Minimum)  CillfOrniB  res- 
idents add  sales  lax. 
VISA  and  MASTERCARD  Accepted 


New  Commodore  64"*  Games! 

An  introductory  offer  from 


HEAD  ON 

A  daring  and 
dangerous 
death  race. 

ALIEN 
INVASION 

4  players. 
Creafures 
descend. 


ATOMIC 
MAN 

Super  hero 
rescues  a  city, 

SERPENTS 

2  players. 
Snakes 
entangle 
each  other. 


4  game  pack     suggested  list  price  $59.95 

NOW  ^29^ 

To  order:  Mail  address  along  with  check  or  money  order  to: 

f^DVfiNC€D  ffliCflD€mft€ 

P.O.  Box  845 
Thomasville,  NC  27360 
(919)431-3231 

Specify  Disk-Pack  or  Cassette  Pack 

Add  $2.00  for  shipping  Allow  2  weeks  for  delivery 


262     COMPUTE!     Ju(y1983 


PROGRAMS 
N5inF/?  WITH  THE 

■  All  programs  come  witfi  list- 
ing, line  by  line  description, 
i       variable    ctiart,    and    sug- 
gested ctionges. 

Great  basic  programs  with  machine  lan- 
guage subroutines.  Each  INSIDE  BASIC 
program  allows  you  to  enter  the  program 
and  make  changes.  In  the  process  you 
learn  how  to  create  your  own  programs. 

KENTUCKY  DERBY  *  $19.95  QUIZ  ME  -  $14.95 

All  ttie  fun  of  a  day  at  the  This^is  ttie  ideal  program  to 

races  including  higti  resolu-  demonstrate  trie  computer's 

tion  groptiics.You  and  your  ability  to  present  materials, 

friends   can   get   tiours   of  ask  questions,  and  score 

enjoyment  out  of  this  game  you.  After  learning  this  one. 

betting    on    your   favorite  you  can  moke  a  quiz  for  any 

horses  and  winning  the  big  subject. 


bucks!    You    con    even 


TASK  ORGANIZER  -  $2495 


horses  for  more  fun.  ^^^  ^^   |Qp  of  your  woric 

FORM  GENERATOR  -  $19.95  schedule.  Enter  new  tasks 
The  preparation  of  forms  can  and  projects  with  deadlines 
be  a  mess.  With  this  handy  and  track  them  through 
program  you  con  generate  completion.  Automatically 
anything  from  labels  to  In-  lists  jobs  In  priority  order. 


ONLY 


USE  COLORCRAFT  SCREENS  IN 
YOUR  BASIC  PROGRAMS 


A  powerful  graphics  animation  pro- 
gram for  business,  education,  or  fun. 

•  Animation  *  Cartoons  and  Stories 

•  Game  Graphics       *  Rolling  Displays 

•  Slide  Shows  *  Graphs  and  Charts 

SEE  YOUR  DEALER  OR  ORDER  DIRECT  ^ 

Specify  Comm  64  or  VIC  20,  cassette 

Of  disic  (Add  S5.00  for  disk)  -  "^^ 

Send  check  or  money  oidef  -  add     ' 

$2.00  shipping  ond  handling 

PA,  NJ  residents  odd  6%  sales  lox 

COD,  and  Ciedtt  Card  call  (215)  $25-  4250^ 

odd  $1.50  sefvic©  charge  , 

Commodore  64  and  VIC  20  ore  regis- 
tered   trademarks    oT    Comm  odor© 

Business  Mochines, 


^^^ 


^CO^FIJIffi  PRODUCTS  WC, 
1100  E.  HECTOR  ST. 
WHITEMARSK.  PK  19420 


When  You  Buy  Quality 


AVAILABLE  FOR 


Atari  800.400  CBM  8050,4040  Epson  MX  Series 

CBM  8032/4032  Atari  81 0  Okfdata  ML  Series 

Commodore  64  Atari  820  TRS80V-VIII 

VIC-20  TRS  8011. 111 

Leave  your  computer  set  up  aiid  ready  for 
instant  access;  provide  protection  for  your 
investment  with  a  custom  designed,  pro- 
fessional  touch  for  your  home  or  office. 

The  best  in   its  class,  our  new  concept 
PROTECTIVE  COVERS  were  designed  to  be 
Protect  with  Quality.  functional  with  the  user  and  observer  in  mind. 

COMPARE  THESE  FEATURES: 

•  protects  against  dust,  dirt  and  surface  scratches 

•  unlike  vinyl,  plastic  or  nyton  covers,  static  electricity  is  not  a  probteni 

•  lint  free,  top  quality  broadcloth  {65%  polyester,  35%  cotton)  allows  ventilation; 
minimizes  risk  of  condensation 

•  durable;  washable  —  needs  no  ironing;  maintains  proper  size  and  shape 

•  designed,  manufactured  and  packed  in  U.S.A.;  comes  with  a  warranty  against 
defects  in  material  and  workmanship. 

•  available  in  Cranberry,  Navy  or  Pewter  (each  piped  in  contrasting  color)  to 
compliment  any  decor. 

AH  IDEAL  GIFT:  HELP  KEEP  YOUR  INVESTMENT  LOOKING  AND  PERFORMING  LIKE  NEW! 

—  Custom  Designers  and  Manufacturers  of  Computer  Dust  Covers  — 

Covers  for  other  popular  hardware  available  >  Visit  your  local  computer  slore  or  contact  os        1  982  B  L,&  W 
SHIP  TO:  iPunn 


City State Zip, 

Make    Model 

Select  Color:  Navy  D  Pewter  D  Cranberry  D 
M0NOGftAMMIN6:  (Add  $6.00  per  cover,  and  allow  5  extra  days  for 
deNvery.  We  cannot  accept  returns  on  monogrammed  items. 

Send  Chech  or  i— i  i_i  i_i 


Phone. 


CPU  $18.00 
-  Printers  $16,00 
Disk  Drives  S1 4.00 

Monogramming     I 

(TN  residents  add  , 

.90  sales  tax) 

TOTAL         ! 

^Fofeign  -  Pay  m  U  S  Furxasi 


Money  OnJerle:    B.L.  &  W.  -  PO  Box  381076,  Memphis,  TN  38138- 


901-754-4465 


FREE 

ZX81/TS1000 

CATALOG 


Use  ttie  convenient  coupon 
below  and  send  for  your  FREE 
catalog  TODAY! 


EfectronrcslOurZXei 
TSiaOO  catalog  will 
talce  yoLT  wtiere  no  one 
has  dared  go  before  ! 
You  will  view  ttie 
widest  selection  of  up- 
to-date  software,  books 
and  hardware  add-ons 
available  to  get  the 
most  from  your 
personal  computer 
This  eKctting  new  34 
page  color  catalog  tists 
arcadejantasy  and 
family  games,  business 
and  educational 
programs:  books  for 
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experienced  users: 
hardware  add-ons  and 
oth^r  periphe^afs  for 
use  with  ZX81  TSlOOO 
Home  Computer! 


New!  Write  for  yours  Today! 

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Please  rush  me  this  exciting  new  ZX81  TSlOOO  catalog. 
Name  ^ _^_ 


Address 


City 


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.Zip. 


Mail  to:     1 585  Kennnore  Ave,.  Buffalo.  M.Y,  1421 7 
In  Canada:  1736  Avenue  Rd,,  Toronto.  Ont.  M5M  3Y7 


Juiy19S3     COMPUTl!     263 


f E  commodare 

COMPUTER 

BASIC  ELECTRONIC 

BUSINESS  SYSTEMS, 

INC 

COMMODORE  COMPUTERS 

NEW  MODELS 

B-500(128k)    $703 

P-500  (128k)  color    $703 

C-64  Computer   $375 

8032  Business  $995 

COMMODORE  DISK  DRIVES 

1541  (vic/c64)  170k    ......    $329 

1530DATASETTE    $63 

8050  Img    CALL 

8250  2mg CALL 

9090  7.5  mg $1800 

COMMODORE  COLOR  MONITOR 

14"  WITH  SOUND 

1701    $259 

COMMODORE  PRINTERS 

************************************* 

6400  Quality $1825 

8023p  150  cps $570 

1526d $300 

TO  ORDER  CALL  (713)  530-2515 

MasterCard,  VISA  add  3% 

F.O.B.  Houston,  Tx 

BEB  SYSTEMS  INC 

11430  BIssonnet  c-7 

Houston,  Tx  77099 

*******+***************************** 

Call  about  BEBs  software  club. 
Membership  1/2  off  during  sale. 

SOFTWARE  COMMODORE  ATARI 

WORDPRO  3- (c64)     $74.95 

BUSICALC $54.95 

INFOR  DESIGN  Accounting 

A/R.  A/P.  Ledger $385 

Payroll  $150 

Inventory $54.95 

25%  OFF: 

Large  selection  of  Vic  software 

VIC-20  w/free  game S139 


Automatic  Firing 
IVIodule 

The  Blaster,  a  plug-in,  adjustable 
speed,  automatic  firing  module 
for  Atari  and  VIC-20,  has  been 
produced  by  Questar. 

The  unit  plugs  in  between 
the  computer  and  the  joystick 
and  can  be  adjusted  to  fire  from 
one  to  20  shots  per  second.  The 
Blaster,  which  retails  for  $12.95, 
can  be  turned  off  for  maze  games 
or  for  games  that  restrict  the 
firing  rate. 

Questar  Controls,  Inc, 

670  N,W,  Pen nsylva n ia  Aven ue 

Chehalis,  WA  98532 

(206)748-8614 


Atari  BASIC 
Compiler 


The  Blaster  automatic  firing  module. 

Fast  Action  Space 
Game 

A  huge  solar  power  station  in 
deep  space  is  the  setting  for 
Gridrunner,  a  fast-paced  game 
for  VlC-20,  Commodore  64,  and 
Atari  computers. 

In  the  game,  produced  by 
Human  Engineered  Software, 
the  power  station  comes  under 
attack  by  more  than  20  waves  of 
Droids  bent  on  destroying  the 
station  as  a  prelude  to  overtaking 
Earth. 

Defense  of  the  station 
against  the  Droids  and  their  array 
of  weapons  is  up  to  Gridrunner 
and  his  plasma  cannon.  The 
game  sells  for  S39. 95. 

Human  Engineered  Software 
71  Park  Lane 
Brisbane,  CA  94005 


Monarch  Data  Systems  has  in- 
troduced ABC,  a  BASIC  compiler 
for  the  Atari  that  translates 
BASIC  programs  into  integer  P- 
code  that  runs  up  to  12  times 
faster  than  the  original. 

The  program  allows  com- 
piled programs  to  run  without 
the  BASIC  cartridge,  allows 
larger  arrays,  accepts  most 
BASIC  programs  with  little  mod- 
ification, allows  DIM,  GOTO, 
GOSUB,  and  RESTORE,  com- 
piles at  100  lines  per  minute, 
and  includes  a  utility  to  generate 
relocatable  code. 

The  suggested  price  of  the 
compiler,  which  requires  one 
disk  drive  and  40K,  is  $69.95. 
Monarch  Data  Systems 
P.O.  Box  207 
Cochituate,  MA  01778 
(617)877-3457 


64  Math  Teacher 

The  Math  Teacher,  a  program  of 
math  problems  for  first-graders 
through  junior  high  school,  has 
been  produced  for  the  Commo- 
dore 64  by  CompuTech. 

The  program,  available  on 
tape  for  $39.95,  drills  students  in 
addition,  subtraction,  multipli- 
cation, and  division  at  four  skill 
levels. 

CompuTech 

P.O.  Box  7000-309 

Redondo  Beadu  CA  90277 

IVIini  Thermal 
Printer 

A  miniaturized  thermal  printer 
is  available  from  Panasonic.  The 
EUY-3T  printer  offers  a  40- 
character  line  while  measuring 
just  under  five  inches  wide. 

Other  specifications  include: 
dot-addressable  graphic  capabil- 
ity, a  single  5-Vdc  power  supply, 
printing  speed  of  1.2  lines  per 


264     COMPUTE!     July  1983 


TIRED  OF  PLAYING  GAMES? 

Get  Down  To  Business  With  DATABOOKS-64 
A  Business  Software  Program 
For  The  Commodore  64 


DataBooks-6^  is  a  complete  single  disk 
accounting  system  for  a  small  business. 
Including  General  Ledger,  Accounts  Re- 
ceivable, Accounts  Payable,  Billing  and 
Invoicing  -  All  in  one  program! 


The  Comnxjdorc  (>k  can  cJo  rrior*  than  just  play 
games.  its  merrMxy  capacity  and  peripherals 
make       it       a       powerful       business       tool.  Its 

capabilities  enceed  some  syMems  coiting  many 
times       more!  The      DataBooks-ii^i      accounting 

package  also  has  hard-to-beat  capabihty  and 
ftexibilily,  with  many  features  not  found  in 
ANY  other  accounting  package!  Stop  by  a 
Commodore  dealer  and  ask  to  see  HataBooks-fi'* 
today! 


LOOK    AT    THESE    FEATURES! 


"disk 


'    Ml    data    'iCored    on    one    diskette 

flinping"  required, 
'  Sophisticated     screen    editor     -    n-orks     like    a 

word  processor, 
'  Ail     posting     is     instantaneous     -     all     reports 

are  current   up-to-the-mtnuie, 
'   Fiji)   invoicinft  and  billing 
'   Innovative    "Ouick    Reference    Guide"    forms    a 

direct     link     between     the    documentation    and 

questions   asked   by   the   computer. 
'   Fully   Menu   driven, 
'  Fast      -     aJl     files     updated     m     only     a     lew 

seconds. 
'  Access      codes       -       protect       your       financial 

information 
'  Compatable  with  nearJy  any  printer. 


LOOK    AT   THE   REPORTS   PRODUCED! 

•  Ledger  Totals  Shert   (trial  balance). 

•  Formal  balance  Sheet- 

•  Profit  5c  Loss  (income)  Statement  with 
Month  and  Year-to-date  totals  including 
percentages  (ratios), 

•  Customer   Invoices. 

•  Customer  Statements. 

•  Receivables  Invoice  Register, 

•  E^yables  Invoice  ReRister- 

•  Customer  List. 

•  Vendor   List, 

'  General  Ledger  (^^onth). 

•  General  Ledger   (Year), 

•  General  Journal. 

•  Selective  Journal  (per  account). 


For  more  information  and  the  name  of  your  nearest  dealer, 

Please  write  or  call  (619)223-4496 
DMI  Software  Inc.     1866  Bacon  Street     San  Diego,  CA     92107 


COMMAR 


AIR*  SHIPPING  WITHIN  2  DAYS 


INTRODUCING  SOMETHING  NEW  AND  USEFUL 
THE  ALOG  PAGEWRITER 

FOR  ATARI  800/400 

A  Fast,  Simple,  EasyToUseand  Inexpensive 
WORD  PROCESSOR 

•  Average  Time  To  Master  —  5  min 

•  Full  Page  Display  Gulide 

•  Help  Screen  With  Command  Summary 

•  Uses  Standard  ATARI  Editing  Keys 

•  Visible  Adjustable  Margins 

•  Stores  Ten  Pages  on  a  Disc  with  No  Swapping 

Other  Features  Include: 
Centering  of  Text  •  Set  Tabs  •  Right  Justification  •  Easy  Text 
Insertion  •  Accepts  Printer  Control  Commands 

Requires  at  least  32k  of  memory  and  a  80  column 

printer 

List  price,  39.95.  Introductory  price  $34.00. 

iVlanua!  included. 


DEALER  INQUIRIES  INVITED 


AATARI 


UIO20 


m  RAM  (FOR  400) 

sn5 

CARDBOARD  (3  SLOT  EXP,| 

5  33 

64K  RAM  (FOR  400) 

135 

VIDEOPAK  WITH  16K(40/B0  COL] 

250 

ALIEfi  GROUP  VOICE  60X  |DJ| 

ng 

VfOEOPAK  WITH  54K  (40/80  COL] 

319 

S.A.M-  ID]  BK 

46 

PRINTER  INTERFACE  (PARALLEL] 

55 

BIT  3  SO  COL  BOARD 

zm 

KIDS  AND  THE  VIC  (BOOK] 

17 

TECHNICAL  NOTES 

25 

I6K  RAM 

S5 

BOXOFOISKSdOl 

19 

BKRAM 

55 

PROWRITER  PRINTER 

419 

HES  MON  (ASSEMBLER]  (C| 

29 

B  KEY  400  (KEYBOARD} 

99 

HES  WRITER  (WORD  PROC.)  (C| 

29 

NEWPORT  PROSTICK 

27 

TURTLE  GRAPHICS  (C] 

29 

MICROBITS  MODEM 

159 

VIC  FORTH  (C] 

49 

PRINTER  INTERFACE 

89 

QUICK  BROWN  FOX(W0RDPROC.](C| 

54 

THE  ATARI  ASSEMBLER  (BOOK] 

12 

SHAMUS  (CI 

29 

VAL  FORTH  |D)  24K 

45 

PROTECTOR  (C] 

33 

PREPPIE  lOJf  16K 

19 

CHOPLIFTER  |C| 

34 

EASTERN  FRONT  (DJI16K 

24 

APPLE  PANIC  (Ci 

34 

MINER  2049ER  (C) 

35 

V(C  RABBIT  (C] 

35 

STARBOWL  FOOTBALL  (OJi  24K 

25 

UNWORD  PROCESSOR  (T]  5K 

19 

PILOT  (C) 

59 

STARFIGHTER  JOYSTICK 

14 

BASIC  A  +  WITH  OS/A  +  (D)32K 

60 

CAROETTE  (CASS,  INTERFACEI 

33 

ASTRO  CHASE  |D|  32K 

24 

CRUSH,  CRUMBLES  CHOMP  (TI2IK 

24 

BAJA  BUGGIES  IDJI16K 

23 

SW0RDOFFARGOAL(T|21K 

23 

JUMP  MAN  (D)  32K 

2B 

VICAT  (T]  BK 

20 

CHOPLIFTER  (C) 

32 

DEADLY  DUCK  (C] 

28 

ZAXXON  (O.T) 

?9 

T0TLMA(LLIST(T]i3K 

19 

HEAR  ATARI  SOUNDS  THROUGH  YOUR  STEREO  SPEAKERS  WITH 

STEREODAPTER  -  FOR  ATARI  800 

•  NO  ASSEMBLY  REOUIRED  •  CAN  USE  STEREO  HEADPHONES 
SHIELDED  CABLE  •  ADJUST  TONE  &  VOLUME  WITH  STEREO  CONTROLS 
STEREODAPTER  WITH  16  FT  CABLE  S8  WITH  26  FT  CABLE  SID 

DEALER  INQUIRIES  INVITED 


C     CARTRIDGE 


0     DISK 


T  ^  CASSETTE 


*  MOST  ITEMS 


cobjiStSr 


P.O.  BOX  1730 

60LETA.CA  93116 

|S05|  964-4660 


ORDERS  ONLY:  CALL  TOLL  FREE  800-558-8803 

IN  CALIF.  (805)  9644660  or  send  check,  money  order  or  crodlt  card  number  and  exp.  dale. 
Include  S2.00  for  shipping.  Add  3%  lor  Visa  or  MC  (except  CalH.|.  Calif,  add  6%  tax.  There  Is  a 
t2.50  charge  lor  COD.  Please  Include  type  of  computer.  (Checks— 10  days  to  clear.) 


July  1983    COMPUTE!     265 


SIMULATIVE 
STRATEGY  GAMES 

for  VIC-20  or  ATARI  400/800 

Your  leading  source  for  Non-Arcade 
strategy  games  is  P.R.  Software  and 
we  let  our  customers  Speak  Out! 

'My  son  and  t  play  your  FOOTBALL  CHALLENGE  all  rhe 
rime,  il's  great"  —  D,C,  Petaluma.  CA 
"I  am  very  pleased  with  CONVOY  ESCORT  and  CON- 
VOY RAIDER  .  Thank  you  very  much  for  these  excellent 
games  of  thought."  —  D.A.  Spokane.  WA 
"t  just  had  to  write  to  you  today  on  how  much  I  enjoy  the 
tape  AT  THE  TRACK,  the  fan[^ily  can't  seem  to  get  enough 
of  it-  For  the  price  that  you  charge,  it  has  more  fun  value 
than  some  of  the  more  expensive  cartridges  that  ViC  puts 
out,  I'm  enclosing  a  check  for  $11  95  and  $1.50  for  post- 
age foi  the  program  CONWY  RASDER  I'm  looking  for- 
ward to  this  one  This  has  to  be  another  great  one." 
-V.S   Portland.  OR 

For  Unexpanded  VlC-20.     $  1 1 .95  each 

1  Convoy  Raider:  Sink  the  enemy  merchant  fleet, 

2  Dungeons  of  Kal:  A  fantasy  advenlure. 

3  Star  Defender:  Over  15  Starship  commands 

4  Boxer's  Corner:  Match  great  flghiers. 

5  Convoy  Escort:  Protect  your  fleet  from  subs 

6  At  the  Track:  Wager  on  30  rated  horses. 

7  Coinputgr  Baseball:  Uses  actual  player  stats 

For  VIC-20  with  at  least  8K  expander 
cartridge  or  ATARI  16K.      $  15.95  each 

1  Football  Challenge:  Manage  an  NFL  team  against 
your  computer  or  a  friend  Uses  actual  team  stats 
19S2  S3  teams 

2  D  utigeo  n  s  of  K  al  ( expa  nd  ed ) :  Can  you  save  ma  nk  i  nd 
from  Kal's  aixful  plan  of  destruction^  Different  each  tinne 

3  NEW!  Sopwith  Camel:  FMot  a  WWI  Biplane  into  bat- 
tle.  Over  10  Allied  &  German  aircraft 

Write  for  information  on  Commodore  64 

Programs  Available. 

All  programs  on  cassette    Wnie  for  free  catalog    Specify 
computer  type  Send  Check  or  Money  Order  +  $1  5()  ?,■  H 
to             PR.  SOFTWARE  -  RO-  Box  169 
South  San  Francisco.  CA  94080. 

In  Canada  -  SOFTWARE  HOUSE 

309/4630  Dufferin  Street.  Toronto,  Ont..  M3H  5S4 

Tel:  {416}  663-6401 


PRO<iR€CriV€ 
P€RIPH€RQLr 
6/OFTUJPlR€  . 


THE  AUTO  CLOCK' 


A  TRUE  MULThFUNCTtON  CARD 

•  Switch  your  VIC-20/64  or  other  AC  devices  on 
and  off  under  software  control. 

•  256  year  clock/caiendar 

•  2K  CMOS  battery  backed  up  RAM 
■   Menu  driven  software 

•  Plugs  into  ihe  buss  expansion  slot 

•  Cartridge  style  case 

•  19  user  accessible  subroutines 

•  20  page  illustrated  manual  with  detailed 
progratnming  examples 

AUTO  CLOCK - $129.95 


•  Slate  of  the  art  Pro-Adventure  Series  for  the 
Commodore  64. 

•  Realistic  sound  effects  and  animated  color 
graphics, 

•  Ower  eighty  areas,  70  objects,  and  40 
commands 

•  A    ireat-time"  adventure  with  a  user-fnendly 
help  feature,  updated  constantly, 

•  Comprehensive,  illustrated  manual  with  a 
fold-out  map 

•  Your  success  m  Gothmog's  Uair  will  depend  on 
your  skill  and  resourcefulness,  NOT  on  pure  luck 

•  Prepare  for  the  most  challenging  adventure 

you  will  ever  undertake  as  you  enter  

GOTHMOG'S  LAIR    . .    cassette  version  —  $39.95 

diskette  version  —  $39  95 


DEALER  INQUIRIES  INVITED 
ORDER  FROM: 

PROGRESSIVE  PERIPHERALS  &  SOFTWARE 
6340  West  Mississippi  Avenue 
Lakewood,  Colorado  S0226 
{303)  778-1312 


second,  bidirectional  printings 
and  3.18  mm  characters. 

The  14-ounce  EUY-3T  print- 
ers will  retail  for  less  than  SIOO. 

Panasonic  Industrial  Com  pa  in/ 
One  Panasonic  Wai/ 
Secaucus,  Nj  07094 


Panasonic's  EUY-3T  miniaiitre  thermal 
pvinter. 

Radio  Shack 
Portable  Computer 

Radio  Shack  has  introduced  a 
portable  computer  that  includes 
built-in  software,  a  built-in 
modem,  and  a  full-size  typewri- 
ter keyboard. 

The  TRS-80  Model  100  fea- 
tures instant  power-on  access  to 
five  ready-to-use  programs  con- 
tained in  the  32K  ROM.  Pro- 
grams are  easily  selected  from 
the  main  menu  by  positioning 
the  cursor  and  pressing  ENTER. 

The  Text  program  allows  the 

ThcTRS-SOModenOO 
Portable  Computer. 


New  Product  releases  are  selected  from  suh- 
missions  for  reasons  of  tinicliness,  available 
space,  ajid  genend  interest  to  our  readers.  We 
regret  that  we  are  unable  to  select  all  new 
product  submissions  for  publication.  Readers 
should  he  aware  that  we  present  here  some 
edited  version  of  material  submitted  by  ven- 
dors and  are  unable  to  vouch  for  its  accuracif 
at  time  of  publication. 


user  to  create  and  edit  text  files. 
Schedl  serves  as  a  note  file,  al- 
lowing the  user  to  store  and  lo- 
cate dates,  times,  appointments, 
or  information.  A  character-by- 
character  search  function  pro- 
vides total  recall. 

Addrss  organizes  names, 
addresses,  and  telephone  num- 
bers. Telcom  is  the  system's  built- 
in  communications  program, 
which  includes  a  direct-connect, 
auto-dial  modem,  and  RS-232 
interface.  Telcom  interfaces  with 
Addrss  to  locate  phone  nLimbers. 

The  fifth  built-in  program  is 
BASIC, 

The  Model  100  measures  2  x 
11%  X  8y2  inches,  weighs  about 
four  pounds,  and  includes  an  8- 
line,  40-character  liquid  crystal 
display.  The  computer  can  be 
powered  by  four  AA  batteries 
for  about  20  hours,  or  can  be 
used  with  an  AC  adapter.  Built- 
in  nickel  cadmium  batteries 
maintain  memory  for  up  to  30 
days  even  with  the  power  turned 
off. 

The  Model  100  is  available 
with  8K  RAM  for  $799,  or  with 
24K  RAM  for  S999.  Optional  8K 
RAM  add-ons  can  expand  either 
version  up  to  32K. 

Tandy  Corporal  ion/ Radio  Shack 
ISOO^OneTandif  Center 
Fort  Worth,  TX  76W2 


Word  Work 


DesignWare  has  introduced  two 
word-related  educational  games. 

Spellicopter  and  Crypto-Cube 
are  both  available  for  the  Apple 
II  and  Atari  computers  for 
$39.95. 

In  Spellicopter,  the  pilot 


relies  on  keen  memory,  verbal, 
spelling,  and  navigational  skills 
to  rescue  ''stranded"  letters  and 
organize  them  into  correctly 
spelled  words. 

CryptO'Cube  gives  puzzle 
lov^ers  a  challenge  and  a  chance 
to  build  their  vocabularies.  The 
program  has  50  puzzles  built-in, 
and  users  can  create  their  own 
word  lists  for  the  puzzle  gener- 
ator. The  game  features  a  ro- 
tating cube  with  crossword  puz- 
zle grids  on  each  side.  Players 
take  turns  uncovering  letters  to 
fill  in  the  missing  words. 

DesiguWare,  Inc. 

185  Berry  Street 

San  Francisco,  CA  94107 


Learning  Apple 
Pascal 


Pascal  for  the  Apple,  by  lain  Mac- 
Galium,  is  an  introduction  to 
Pascal  as  a  first  computer  lan- 
guage. The  496-page  book  comes 
with  a  floppy  disk  to  illustrate 
the  written  instruction.  The  book 
and  disk  are  designed  to  be  used 
concurrently. 

Both  experimental  and  prac- 
tical programming  are  explored 
in  the  S33  package.  A  48K  Apple 
II,  Apple  He,  or  Apple  II  +  with 
two  disk  drives  is  required. 
Prentice-Hall 
Englewood  Cliffs,  N}  07632 


Workout  On  The 
Atari 

BASIC  Exercises  for  the  Atari,  by  J. 
P.  Lamoitier,  takes  Atari  pro- 
grammers through  a  range  of 
applications  including  mathema- 
tics, physics,  games,  business, 
accounting,  and  statistics. 

Each  exercise  in  the  $12.95, 
252-page  book  takes  the  pro- 
grammer from  analysis  of  the 
problem  through  flowcharting, 
coding,  and  the  final  run. 

Si/hex 

2344  Sixth  Street 

Berkeley,  CA  94710 

(415)848-8233  © 


USEFUL  SOFTWARE 

FOR  ATARI": 

Atari  Alan  Writer  (D)  $62. 

Auri  Visicalc  (D) S154. 

Atari  Home  filing  Manager , , , ,  $35, 

Continental  Home  Accountant  [DJ $45. 

Continental  Tast  Advantage  (D) $35. 

Datasoli  Micropainter  ID\ $22. 

DatASoft  Graphic  Master  (O) $25. 

Datasoft  Text  Wi;ard  |D) $74. 

Dai;jvofi  Spell  Wizard  (D) $59. 

Synapse  file  Manager  800*  (D), $64 

Synapse  Disk  Manager  (D) $23 

FOR  APPLET: 

Artsci  Magic  Window  II  (D)  ..... $99. 

Continental  Home  Accountant  (Dj , , ,  $48. 

Continental  lit  Clasi  Mail  (D) $4a. 

Continental  Tax  Advantage  (D)  . . $38. 

Visicorp  Visidex  fD) $179. 

Visicorp  Visifile  (D) $179. 

Visicorp  Visiplot  (D) $149. 

Visicorp  Visichedule  (D) $214. 

Visicorp  Visicalc  (D) $169. 

EDUCATIONAL  SOFTWARE 

FOR  ATARI  V 

Spinnaker  Snooper  Tfoops  *1 $J1. 

Spinnaker  Snooper  Troops  »2 $31. 

Spinnaker  Face  Maker ...................  $21. 

Spinnaker  Delta  Drawing $41. 

.Atari  Music  Composer $30. 

Atari  My  First  Alphabet $24, 

Atari  Speed  Reading $53, 

FUN  SOFTWARE  SPECIALS 

FOR  ATARI": 

VOL'  CBT  THREE  SOFTWARl  HtTS 
fOR  ONE  SPEOAL  PRfCE 


CHOPLIFTER,  ZAXON 

STUN  TRAP 


$65, 


00 


For  Corrimodore  64"  : 

you  GET  TWO  SOFTWARE  HtTS 
FOR  ONE  SPECIAL  PRICE 


STUN  TRAP 
FROCGER 


$49. 


00 


COMPUTERS 

Alan  800  48K $485. 

Atari  810  Disk  Drive $418. 

ATARl  ^'^^'  ^^^  Program  Recorder  ,......,  $74. 

C          Commodore  64  ... ...........  $379. 
^   VIC  1541  Disk  Drive  ..............  $315. 
m.    VIC  1530  Program  Recorder $62. 
NEC  PC-flOOlA  32K $729. 

Northstar  Advantage  64K , $2669. 

Televideo  TS802  64K $2589. 

PRINTERS 

Okidata  Microlirie  82A $409. 

Okidata  Microline  B4P $985. 

Okidata  Microline  92P  ........ , $499. 

Okidata  Microline  93P $869. 

Trendcom  200  BO  col  w/graphJcs $289. 

MONITORS 

Amdek  Color  I $289. 

Amdek  300A  12"  Amber $159. 

BMC  12"  Green , , $79. 

Sanyo  13"  RGB  Color $670. 

NEC  12"  RGB  Color $699. 

MODEMS 

Hayes  Smart  300  Baud... $209. 

Hayes  Smart  1200  Baud $509. 

Anchor  Mark  I  300  Baud  RS-232 $76, 

NATIONAL 


ORDER  DESK: 

(215)  485-4100 


Zephyr  Micros 

97  South  Concord  Road 
Aston,  Pennsylvania  19014 


To  Order:  Pfease  send  cashiers  or  personal  check 
(allow  two  weeks  to  clear);  VISA  and  MASTERCARD 
orders  add  3%;  Shipping  and  Handling  add  3%;  Penn- 
syivanta  residents  add  6%;  Prices  subject  to  change 
without  notice. 


^SfSflMi 


^K      CALL 

810  Disc  Drive  CALL 

1010  Program  Recorder  (NEW) , ,   $7900' 

1025  Printer  (NEW) $410.00 

CX85  Nunrieric  Keyboard $10900 

CX419  Bookkeeper  Kit , , . . .  CALL 

CX488  Communicalor  Kit CALL 

ATARI  Software 

CXL4025  Defender S39  00 

RX8026  Dig  Dug S39.00 

RX8039  Eastern  Front  (ROM) $44,00 

CLX4027Q(X S39,0Q 

RX8037  Star  TruK $39.00 

DX5049  Visicalc 5159,00 

CA01655  Technical  Reference  Note&    . S29.95 

Third  P*r1y  Software 

Miner  2049 CALL 

Zax)?on $27.95 

Eastern  Front  1941  (cassette)    S29.95 

Wizard  of  War $30,00 

Gorf $30.00 

Frogger , $30,00 

Chop  Lifter $29.00 

Appfe  Pane  $23,75 

Baha  Buggies $23,75 

Submarine  Commander  (ROM)    $35.95 

Jumbo  Jet  Priot  (ROM) $3595 

Soccer  (ROM) $36.95 

Gamestar  Football CALL 


SCOTCH  maxell 

DItkettet  &  Tape 

SCOTCH  5'/' Single  srded $26.95 

SCOTCH  5'4- Double  sided $29.95 

SCOTCH  Tape  C- 10  (lot  of  10)  ...........   $24.90 

SCOTCH  Tape  C-30  (lot  of  10)  $26.90 

SCOTCH  T-120  VHS  .....................   S9.95 

MAXELL  5%' Single  Sided S31.00 

MAXELL  5%"  Double  sided S39.00 

MAXELL  VHS  Tape  [SUPER  PRICE) CALL 

We  take  TRADE-INS. 
Call  for  your  price. 


^i9Adeu^- 


^jUfLj,4-h0UA^ 


For  fast  delivery,  send  cerUfied  or  cashier  checks, 
money  orders,  or  direct  bar^H  wire  trar\$fers.  Personal 
checks  allow  2  to  3  weeks  to  clear.  Prices  reflect  cash 
discount  and  are  subject  to  change.  Add  2%  for 
credit  card  purchases  Shipping— Software  S2 
Minimum.  Hardware— call.  Foreigr^  inquines  invited 
—add  t5^;c  for  shipping.  Ohio  residents  add  6.5^1 
sales  tax. 


wnfSiVi 


5485  WarrensvJIle  Center  Road 
Maple  Heights.  Ohio  44137 

Call  Toll  Free 

1-800-482-7254 

In  Ohio  216/663-2032 

Mon.-Sat.  10-6  EST 


24K  RAM  PAK  $99.95 


*16K  RAM  PAK  $69.95 

*BK  RAM  PAK  $39.95 

-3K  RAM  PAK  $29.95 

-8K  EPROM  BOARD  {HO  EPROMS)  $39.95 

*3  SLOT  EXPANSION  BOARD  $24.95 

'6  SLOT  EXPANSION  80ARD  $49.95 

•CASSEHE  INTERFACE  CABLE  CONNECTS  ANY 

CASSETTE  RECORDER  TO  YOUR  VIC  S19.95 

'PRINTER  INTERFACE  CABLE  CONNECTS 

PRINTER  TO  YOUR  VIC  $49.95 

SIX  MONTHS  LIMITED  WARRANTY  PARTS  &  LABOR 

ALLOW  THREE  WEEKS  FOR  PERSONAL  CHECKS 

INCLUDE  $3.00  SHIPPING  AND  HANDLING 

ALL  BOARDS  TOP  QUALITY 

WITH  GOLD  PLATED  CONTACTS 

PAKS  UNLIMITED 

VISA  P.O.  BOX 221  MASTER 

MOORE,  S.C.  29369  CHAflGE 

1-803-585-3400 

24  HR.  NO. 

VIC-20-REG.  T.M.  COMMODORE  BUS.  MACH.  INC. 


.^^^  PERSONAL  PERIPHERAL 
'Prp  PRODUCTS  presents; 

"^SPEAKEASY 


VIC-20 
SPEECH 


m\    COM-64 
^  SPEECH 


Cartridge.  Instructions  &  Dictionary $79  00 

lULY  SPECIAL  Cassette  Editor  &  Extension 

Speaker.  Rei  J19.95,  with  SPEAKEASY       FREE 

Commodofe  64  Adapter  Board SI 2.95 

BARE  BONES  BOAUDS 

Assembled    Kit 

8K  Ram/VfC2fl  Block  Switctied J39.00    $29.95 

16K  Ram  Expander  for  VIC'20.. $64.95    $49.95 

3  Slot  Switched  &  Fused  Boafd/VIC-20     $34.95    $24.95 
NEW:  4  Slot  Switched  &  Fused 

Bo3rdyC0M^4 W4.95    $34.95 

COMING  SOON:  Mighty  Modem 

VIC20/COM^4  $79.95 

ADO  $?00  Total  Ordef  HandlrnE;llf  Resident  AdO  6=:  Sates  Tax 

PERSONAL  PERIPHERAL  PRODUCTS 

mmm  P  0  BOX  3423  r-^ 

I  I  FOX  VALLEY  MALL  tl3 

AURORA.  IL  60505  -  (3i2j  961-2347 

COM-64  &  VIC  20  IS  A  TRADEMAI1K  OF  COHMQOORE 


VIC- ED 

Dealers  call  212-499-5400  direct  for  pricmg. 
HEW  ITEMS! 

HARDWARE 

UPA-20  Standard  Centronics  Cabte S19.95 

Driver  Listing  Included! 

UCA-20  Universal  Cassette  Cable $19.95 

Use  any  cassette  macliine! 
16K  RAM  ROM  Board  Jumpered  for  any  8K  block 

Socketed  Board  with  support  chips $24.95 

Populated  with  8K S49.95 

Populated  with  16K  , . , ...,,,,.  S79,95 

2716  EPROMs  for  RAM/ROM  Board   ...  (a  $7.50 
3  Slot  Memory  Port  Expander  $19.95 

SOFTWARE 

WORDWIZ  for  the  Unexpanded  VIC-20. .  .$14.95 
A  nice  small  Word  Processor 

Mailing  List  requires  8K  minimum $14.95 

Sorts,  selects,  and  prints  labels 
=i         2  FREE  DISASSEMBLERS 

when  you  send  $1  lor  our  CATALOG. 


^^WORW  ElMCTROHIOS 

177  27th  Street 

Brooklyn,  N.Y.  11232 

A  Division  of  World  International  Trading  Corp, 


:<'j:iv/iV 


A  FLIGHT  SfMULATOR  GAME  FOR  THE 
COMMODORE  64*  COMPUTER,  CAS- 
SEHE  OR  DISK,  $25^ 


± 


rTTTTTTl- 


A  FLIGHT  SfMULATOR  GAME  FOR  THE 
VIC-20*  COMPUTER.  REQUIRES  16K 
EXPANSION.  COLOR,  SOUND  &  JOY- 
STICK OPTION.  CASSETTE       $Ae00 


OR  DISK, 


A  FLIGHT  SIMULATOR  GAME  FOR  THE 
COAAMODORE  VIC-20*  COMPUTER, 
CASSEHE  OR  DfSK.  REQUIRES  8K 
EXPANSION.  $^  HOO 

JOYSTICK  OPTION      ■  ** 
709  WILSHfRE  DRIVE 
MT  PROSPECT,  IL  60056 
SOrVWARi       31S/394-5165 

•SfGSTESED  TRAOE^WRK  O^  CO^iW.ODC^^E  BuSl-MESS  ,W^C NINES 


APPLE  /  ATARI  /  COMMODORE 

MEASURE  &  CONTROL 
TEMPERATURE 

DISPLAY  GRAPHICS 

HARD  COPY  OUTPUT 

ALARMS  &  SETPOiNTS 

DISK  FILE  DATA  STORAGE 

1-256  Sensors 

Precise  to  1/100  Degree 

Complete  Software 

$129.00  Package 

American  Data  Cable,  Inc. 

2864  Ray  Lawyer  Drive,  #205-352 

P.O.  Box  2212  ■  Placerville,  CA  95667 

(916)  622-3465 


VIC  &  64 

BE  A  COPY   CAD 

(CASSETTE  AfDED  DUPLfCATOR)  NOW  YOU  CAN 

MAKE  BACKUP  COPIES  OF  all  the  costly. 

NON-SAVEABLE  CASSETTE  PROGRAMS  YOU 
BOUGHT, 

OUR  BACKUP  VI  .O  UTILITY  PROGRAM  WILL 
LET  YOU  MAKE  DUPLICATES  THAT  RUN. 

BACKUP  V1  O  WILL  WORK  WITH  A  STANDARD 
5K  UNEXPANDED  VIC   MEMORY  EXPANSION  IS 
REQUIRED  TO  COPY  PROGRAMS  LONGER  THAN 
3K  BYTES 

S24.95 

PLUS  S2.00  SHIPPING  &  HANDLING 

SOFTWARE  PLUS 

6201  SUITE  C 
GHEENBACK LANE 
CITRUS  HEIGHTS.  CA  95E10 
VISA,  MASTERCARD,  AND  MONEY  ORDERS 
CA  RESIDENTS  ADD  6%  SALES  TAX- 
VIC  IS  A  TRADEMARK  OF  COMMODORE 


VIC-20 

COMMODORE  64 

APPLE  II 

THE  RECIPE  BOX 

^k>w  yctu  can  easify  Store  and  recall  your  ravcwile 
recipes  on  your  Commodate  ot  Appte  computer.  THE 
RECIPE  BOX  IS  a  compieta  mtKiu-dnven  disk  sysiem 
that  comes  wrtl>  these  aodrtional  features 
SEARCH  BY  INGREDlEMT  —  Only  have  a  pound  of 
hiamburgt^^  m  ihe  free^er^  Let  THE   RECIPE  BOX 
s^ow  you  all  tfw  recipes  U>al  you  have  on  file  thai  use 
tiamburgef  or  any  otrwr  hr>gred«ni  you  cJ>ocw 
SEARCH  BY  CATEGORY  —  Code  your  recipes  as  to 
tjfealdast,  lunch,  dinner,  snacks,  eic 
SEARCH    BY    CATEGORY  IHGREDIEKT    —    Any 
oombirtation  oi  me  alxive 

AUTOMATIC  MEASUREMENT  -  THE  RECIPE 
BOX  will  flutomaticaHy  scale  up  or  <*o*n  the  amount 
ot  ir^redients  you  rieed  according  to  how  many 
servings  you  want 

SCREEN  OR  PRINTED  OUTPUT  -  Have  printed 
copies  tQ  use  in  ihQ  kitchen  or  gtve  to  Friends, 

THE  RECIPE  BOX  requifes  one  disk  drive  and  will 
njn  on  a  5K  VIC-20,  Commodore  6^  or  Apple  II  ^  . 
Please  specify.  Send  ctwck  or  money  order  tor 
519,95  ID 

Aries  Marketing  Co. 
P.O.  Box  4196 
4200  Shannon  Drive 
Baltimore^  Md.  21205 

Md.  residents  add  5%  sales  tax 


Gear  Plastic $7 95* 
1ST  COVER    /sr 


DUST 


?  shipping 
and  rvandimg 

Ftis  standard  keyboard  and  speech  synthesizer 

Single  Cassette  Cables  for  Ti  Computers 

Cassette  CadteC- 2000  Si  3  95 

RS  233  Flat  Ribbon  C-20lO5n.  $24  95 

RS  232  Flat  Y  (Primers)  C-202G  5ft  S49.95 

RS  232  Modem  C-2030  5U S24.95 

RS  232  Flat  V  ( Printer  Modem )  C-2040  51t $49,95 

TIPIO  Flat  Centronics  C-2050  5tt $34,95 

PIO  Ftai  Centronics  C-2060  5ft $34,95 

Guaranteed  90  days  against  workmanship  delecis. 
Repairable  at  low  cosi.  Inquire  about  customized  or 
bardie-find  caDies,  Add  $2  shipping  and  handling. 
•Florida  residents  add  5%  sales  tax 
_  Dealer  inquiriai  invitid. 

-  —  IftC 

35^0  S  Washington  Ave  ,  Depi.  A 
Tilusvilie.  FL  32780  •  (305)  268-4007 


W 


268     COMPirTEi    July  1983 


C64-FORTH 

for  the  Commodore  64 

FORTH  SOFTWARE  FOR  THE  COMMODORE  M 
Cm-FORTH  [TM*  for  th^  Commndorp  o4  -  So*?  ^^ 
•hg  f urrh'  73  implf mf ntdtion  wilh  extensmns 
•Full  ffJiurr  WTwn  ^ili>r  jnd  mAcrii  jiwmWer 
•Tr«'r  frjlufpfurejiiy  Jebufmin^ 
•J2t>i20O,  2i\ilnrb)t  m.ipppJ  pr..phns 

•Cnmpjlibif  with  Vlt  pf nphf rdU  irxludinjj  litk.MJjil4 

Sft.  fTHKifm.  printer  jnJ  i  jftrsJiii'!. 
*E  xlcniivc  144  p^K*^  mjnu jI  wjrh  ex Jm^tlr^  And  dpfiJii<i1ii>n 

icrrrnt 
*"SAV£TURNKEV'  mirmjlly  jiUvi  joplndlii^n  prot^rjm 

dittnburMir  w4thtHjt  lM.fn*in>tor  rmjitK^ 
C64-XTtNDrTMt  FORTH  Extensii*r   -  S5«  «5 
(R*\^uirei  i>ri>;)ndl  C64-FORTH  mpj) 
•Fully  '-nrnpittble  niuhnK  fK»int  pi^kj|i;e  [lukidiiiiK  jnth- 

mrrK.  rrlj,tjt>n,il,  ktRit  j1  and  1rjn«.endrnlj!  funt linns 

*Slr.nK  f*trn*nifi*  m^JudrnK  LEFTS.  RK.HTS.  And  MIDS 
•  BC'DfurK(ii»n*  fur  lOdi^tt  numbrr*  iniludin)^  multiply, 

dhvtdp,  jndpfrtfnuite  BCD  numtwrii  may  by  utrd  K«r 

DOLLAR  CENTS t  jituiji mnv  wrh^ut  thr  round-nf f 

rrror  mWrnl  in  BASIC  th\  numbers 
*Scm4l  w^ird^  jrc  prt>vi4de  J  fiir  inputting  dnd  hut  pulling; 

DOLLAR  CENTS  vdlu^i 
*Drtdt]rd  irunujl  withexjmples  and  Hippticitmns  screens 

(Ciimmndi)rp  o4  is  J  irddefnjfk  of  Comrmdore) 
TO  ORDER  -  Sp«:if  y  disk  vt  cassetle  ver^Km 

-  Cfi« k ,  m ivney  i>rdf  r,  ba nk c J rd ,  COI7s J dd  S I  50 
-Add    14  00    pi>»URf   dnd   hjndlin^   in    USA 

jr^d  Canjdj 

-  MjJi  ordf  r*  jdd  S"?  idles  t  Jx 

-  Foreign  order*  jdd  20*' ?i  shtppm);  jnd  hjndhng 

-  Dfjlf  r  inquine*  welfome 

PERFORMANCE  MICRO  PRODUCTS 

-.-  770Dedhjfii  Street  S-:  ^^ 

»r^  C^nfon.  MA  020ZI  ^E 


BEAT  THE  HIGH  COST 
OF  SOFTWARE 


Before  you  buy  any  more  software,  you 
owe  it  to  yourself  to  join  S^f TRADERS'*' 
the  fastest  growing  worldwide  trading 
network.  Members  swap  software  and 
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for  info.  Indicate  computer  model. 

SyPTRADERS  "-  INTERNATIONAL 

1610  Shomaker  Dr. 

Murphysboro.  IL    62966 


VIC-20* 
ANNOUNCING 

QUALITY  SOFTWARE  AT  A 
REASONABLE  PRICE 

GAMES  FOR  THE  BRAIN: 
TREK  II  12.50 

Excellent    color    graphics    and    strategy 
with  a  new  twist.  (8K  Reb) 

PEGS  9,50 

Solve    this    puzzle    and    win    a    prize. 
Anything  but  easy. 

GRIDWSAR  9.50 

The  computer  is  your  opponent  in  this 
game  of  strategy. 

GAMES  FOR  THE  REFLEXES: 

BOMB  BLASTER  12.50 

Try  to  find  the  hidden  secrets  of  this 

arcade  style  game. 

MIND  GAMES  Co. 

P.O.  Box  2586 

LAS  CRUCES,    NM    88004 

*  VtC-2Q  h  A  trademark  of  Commodor  Business  Machines 


C-10  Cassettes— 5  screw— 10D%  errw  free— w/ 
blank  labels.  Doz.<9"PPD!  Caseon00^66''PFO! 
6-Ft.  VIDEO  MONITOR  Cable  B  &  W  or  COLOR-4 
phone  phis  lflC-20-€4~MARI  800 n4«  PPO! 

64-P.E.T,  Emdatof  Disk  or  Cassette nn»  PPO! 

64-GENERAl  LEDGER  D  or  C  Inst,  bic '49''PPD! 

SA-MachineianiuaEemoniorDorC U9"PPDI 

64-OKI)IITA82A/83A  Printer  I'face '64*'PP{I! 

WE  HAVE  PAPER  and  PRINTER 

SUPPLIES  —  ALL  PRINTERS!! 

WE  HA  VEHARDWARB  and  SOFTWARE  FOR 

VIC-20-64-PET- ATARI 400/300.  TOO 

MUCH  TO  MENTION  IN  THIS  SPACE!!    ^.^^ 

SENO»1~fORCHTALOG 

-REFUNDABLE 

IstORDER 

P.O. 
BOX  651 
MADISON  HEIGHTS 
MICH.  40071 
VIC-1541  DISK  INTERFACE  CABLE 
Connect  2  VIC'20's  Of  64's  to  the  same 
DISK  DRIVE  ^39**  PPO!    Dealers  please  write. 


SOFTWARE 
COMMODORE  64 


r/?eSfaf/,  Polyphonic  Music  Editor  &  generator. 
Enter  up  to  93  measures  of  3  part  harmony  on 
easy  to  use  graphic  display  Disk:  $22,95  for  64, 
$17.95  (Of  VIC.  Tape:  $19,95  for  64.  $14,95  for 
VIC.  Add  Sl,50  for  Postage  and  Handling 
Check  or  Visa.  Master  Card  accepted. 

We  nave  a  large  setection  of  software  for  the 
54— Word  Processors.  Data  Base.  Mailing  List. 
Accounting  Package,  Spread  Sheet,  Education- 
al Applications.  Home  and  Personal  Record 
Keeping.  Programmers  Aids,  Games. 


ASK  FOR  FREE  CATALOG 


PROFESSIONAL  MICRO  SERVICE 

100W.  22ndSt.,  P.O.B.  7268 

Baltimore,  Md.  21218 

301-366-0010 
Dealer  ir^quirtes  invited. 

Commodore  64  is  a  registered  trademarlt  of 
Commodore  Business  Machines. 


FOR  ATARI® 

specialty  Software 
ZIZA  PRESENTS 

Educational  Programs 

JOURNEYS  OF  ST.  PAUL 
A  TEXT  ADVENTURE,  in  the  King  James 
Version,  that  presents  all  four  of  St. 
Paul's  journeys.  You  travel  with  Paul  and 
his  companions  to  distant  lands;  you  ex- 
perience their  trials  and  share  their  joy  as 
they  spread  the  Good  News! 
Young  and  old  alike  will  find  this  unique 
adventure  a  real  challenge  to  complete.  If 
you  are  successful  —  a  surprise  ending! 
Music  and  special  graphics. 
Disk  only.  48K  24.95 

Ziza  Presents  Inc. 
2257  Independence 
Ann  Arbor,  Ml  48104 
313-973-0299 


Check  or  money  order 
Michigan  residents  add  4%  tax 
Atari  TM  of  Atari  Inc. 


VISA  and 
MasterCard 
Accepted 


SOFTWARE    SUPER    SAVINGS 


Apple  "Atari-IBM    ^ 

V  I  E3  I  CftLC        ......  I   '?"^                  =ISO           "^   <^ 

Wai^C?       l-trtMDLER        .    1  lis-?                    1*?^           P>    OJ 

LiDT     i-~mNDL-i=n     .  i  s**."?*?    a^..4A       ^  OS 

unni.      rttr,c;c.jt.jMX  .  .  *  4B- 99     -r^t.^^S        Is  (Q 

lIl.TIMrt         II          .,.,*  S.V.'\f'9       •Si'^.-^Ti           "CO 

OF  Mr  INI      AlWfkC*^       .3  2«!,.«*^      :S^.-^T1          Vj   ^ 

FTWi:»«LL      Cans-w  .  1  34.  _  ^-9     :^^  .  •*» 

3C>F*»t         1.     II.    Ill      *■  =?^-  -9*^       3^.   "yS            IC    ~ 

CMO»^U    ffS-XGR        .    .    _    *  3=r.*?^       3,-*  -  -B-SS           S    v.^ 

*=-**CEM***<Kff 33^.«?-*?       3-4.  •^S          3   Q& 

K**oc»«KPf     .,,,.__  =r3.  **•?     ^t,  '!^r^       j^  Q), 

i~iAijnAj.it>«  H *  =?s.«?sf     3*,  f-i        y 

nAM4»or4     t  t      ....  *  =53 ,  99     34. 'vs       ^  C\| 

STAHl        t»l_AZE.Ft        .    .    •  31   .   f^       31   .  93           Jr    ^ 

f^'MVMt^  H       0<       M  1   nilL  t  EO  .   •»•?       3«».  ■»»            ft 

«f=»^i-e     F>AMiiz      ...  Q^            s*#'.'?rs        UJ  9 

cRDBSf^  I  Re     ,  -  .  .  .  jjj           z-F.^s       '••  yj 

F-ir»       R-ETM 52                 ZZ-^.-^S^L 

RAHTirFt        BLASTEFiia:  ^                  3<9  .   ^S    I^B^ 

r?i    T  I-  n  T  T  clh:      ,  »  ,  ,  ,  J"  _  ■»■?        ^  .  «?^  ^^Kc^ 

i   —rit'f'L.   f-         3  — AtAf4I         *—  1        iTjr  =■  ^^r 

Trot.  HI  4flow      Th<  CpmpuUf  €Hpf/i 

*^a  S3.00  Khipodog  u^K.       mcMUMti  r»»td«nt»  mU    4%    i^i^  ui 


VIC-COMMODORE- 
HOBBYIST 

VIC  20  4  slot  expander  board  $44* 

COMMODORE  64  7  slot  expander 
board  $69* 

VIC  20  24  static  RAM  with  slots 

for  up  to  8K  EPROM  $159* 

COMMODORE  64  EPROM  card  slots 
for  up  to  4  2732  EPROMs        $59* 

VIC  20/COMMODORE  64  300 
baud  modem  with  terminal  emula- 
tor software  $89* 

8085  based  CRT  electronics  $249* 

*plus  shipping  and  handling 
Washington  residents  add  sales  tax 

To  order:  phone  toll  free 
1 -800-858-8020 

BAZ  Electronics 

P.O.  Box  4895  Fedeial  Way,  Vm  98003 
^si    (206)  874-3029 


V/SA 


&3 


.-7-T..   SHIRTS  FROM  CRP    ..-T"-T;. 

■]     [■'     TELL  THE  WORLD        \_] 

YOU  SPEAK  *BASIC*! 

#1  QUALITY  lOQ'^/cCOnON 

BASEBALL  SHIRTS 

ONLY -89.95 

PLUS  $1  50  POSTAGE  &  HANDLING 

CHOOSE  FROM  ONE  OF  THE  FOLLOWING: 

'  I  SPEAK  BASIC  ' 

*  WANTA  PLAY  WITH  MY  VIC? ' 

'BYTE  MY  APPLE' 

*  MY  COMPUTER  FULFILLS  BASIC  NEEDS  * 

SEND  CHECK  OR  MONEY  ORDER  TO: 

CRP 

P.o!  BOX  31026 
K,C,  MO  64129 

NAME ^ 

ADDRESS ^ 

CITY 

ZIP  . 


#  SHIRTS. 


.S1ZE_ 


ALLOW  3  WEEKS  FOR  DELIVERY 

DEALERS:  REDUCED  PRICES  OFFERED  ON 
ORDERS  OF  12  OR  MORE.  MANY  OTHER 
PHRASES  AVAILABLE.  WRITE  FOR  MORE  INFO 


July  1983    COMPUTf!     269 


1 


COPY    . 

CAT 

COMMODORE 
64 

COPIES  DISK  FILES 
EXTRA  FEATURES; 

•  Renames  files 

•  Catalogs  a  diskett 

•  Scratches  files 

•  Formats  or  nevys  a  disk 

•  U^es  a  M/L  loader  saver  for 
fast  speed 

•  Makes  backup  copies  of  your 
programs 

$^9^NOW  ONLY  $1995 
Village  Office  Machines 

MH  4721  Euclid  Avenue 

^         Rolling  Meadows,  IL  60008 
COD  (312)9910880 

A  Must  For  All  Disk  Drive  Owners 
DEALER  INQUIRIES  INVITED 


VIC-20  USERS 
CARTRIDGE  BACK-UP 

SYSTEM 

PROTECT  YOUR  INVESTMENT. 
BACK-UP  YOUR  CARTRIDGES  ONTO 
CASSETTE. 

SAVES  WEAR  ON  YOUR  CARTRIDGES. 
SAVES  WEAR  ON  YOUR  VIC-20'S 
(VIEMORY  PORT. 

SYSTEM  IS  COMPRISED  OF  AN  EASY 
TO  USE  PROGRAM  AND  A  CARTRIDGE 
INTERFACE  CARD.  HIGH  QUALITY 
GOLD  CONTACTS  AND  SWITCHES. 
BACKED-UP  CARTRIDGES  RUN  LIKE 
THE  ORIGINALS  (8K  RAM  REQUIRED). 

INTRODUCTORY  PRICE: 
S49.95  POST  PAID 
(PA  RESIDENTS  ADD  6%) 

SEND  CHECK  OR  fWlONEY  ORDER  TO: 
E-M   TECHNOLOGIES 
P.O.BOX  185 
DOWNINGTOWN,  PA  19335 

6  MONTH  REPLACEMENT  GUARANTEE 


Wasting  Money?  We  Kava  the  World's  Most 
Cost  Effective  Development  System. 


VISA  AND 

MASTEttCARD 

ACCfPTED 


•  IncJtKies  He*kit  1  0.  a.  pOi^^ful  100"^ 
machine  cocte  etliiof  tJedugger 
utility  program  that  makes  coding 
ttx  8-bit  Micros  a  snap 

•  Program  from  CornmoOOfe  VIC  20 
((eytxjard  mta  built  iti  4¥^  ROM 
emulaiof 

•  Jumo€r  10  liirgbl  ROM  sockol 

•  Fyst  programs  in  circuil 

•  Built-in  EPROM  progr.imnior  and 
;!()wer  supply 

•  Bums  *  runs  EPfiOMS  tor  Ihy 
Commodofe  VIC-20  !oo 

•  Comprehensive  fnanual^ 

•  RIS  EXPANSION  PORT 

PROMQUEEN  CARTRIDGE 
ONLY  S199  U.S.  S269  CAN, 
Can. 


f  Prices  U.S. 

Pfomqueen  64  5299.00  S399.00 

8K  hoard  w  1  Eprom  S  29.95  S  39.95 

16Kboardw  1  Eprom  S  39.95  $49,95 

8K  ROM  board 

w  1  Eprom-G64  S  39.95  S  49.95 

Distributeti  in  US  by  Afbutus  Total  Soft,  Inc, 

4202  Meridian.  Suite  214 

Bellingham.WA  98226 

Ph.  800-426-1253.  in  Washington  206-733-0404 

Distrtbuted  m  Canada  by 

tBG/DistributJon  Canada 

4047  Cambie  St. ,  Vancouver.  BC  V5Z  2X9 
Ph,  604-879-7812 


NULTI-CGLOR 


Write  for  your 
free  catalog  of 


-CharACtor  color  »nd  flaod"  ■■!  ior 

sach  charactar. 
-AuKili*ry,  hardmr,    *nd  •cr««n  color 

commands. 
-9  Power  magnification  -for  •diting  «r«« 
-Curmor  control*,  RETURN,  HOME,  CLR, 

all  work  within  th«  •ditlfig  «r«*, 
-4x5  animation  araa  cyciwa  through 

uBair-»«l acted  ch«ract«r  coil«ctlani. 
-5av«»  avt  to  All  output  amvicm*. 
-LoAda  aBt  from  all  Input  drnvicmm, 

VlC-20    V»r»ion 
-hA    charactara  •dttad  at  ona  tim». 
-2  character  collactlona  altarnata 

in  tha  animation  mrmm. 
-Fits  in  an  unaxpandad  VlC-20, 

CBrti4  Var«ion 
-2S6  charactara  adltadl  192  aval  labia 

at  ona  tima. 
-B  character  collactlona  avallaba  for 

the  animatlcn  araa. 
-90  dagraa  rotation  comnand. 
-Mova  com.-nand  ahifta  pixal*  of  ana 

character,  a*  a  group,  up,  dOHn* 

right,  or  laft. 

cAssETTi-iif.fi  iiSKEm-izt:n    rci  m  m  »  mi 

Please  specify  which  veralon  you'd  like 
Juat  Another  Software  Co.,  Dept,  C7 
P.O,  BOK  993.  PalQ  Alto.  CA   94301 


Software 
and 
Books 

for  your 

PET,  VIC 

and 

Commodore  64 


TIS.  inc. 

Box  921  Dept.  C 

Los  Alamos,  NM  87544 


grecffiKE  Software  For 

A   Commodore  64 

H„CI «15.95 

D^-r*2^F- I  L^E: «15.75 

R-|_H3l-iT       *^^ ...»15.95 

eUNISL  r  tviGEF^ -♦15.93 

LO^M       C^i—C: »   9.95 

SP^^CE       C*=*DE;T.  .,- ♦15.93 

SF^ei—U^TIHOlNj ♦19-93 

SI=R  ITE       GEM ♦13.93 

-Prices  are  -for  cassette,  add  ^2 

for  disk  version- 
-Check,  tlO,  or  COD  for  total 
order  plus  *2   shipping. 

See  your  dealer  or  order  direct 

FANTASY  COMPUTERWARE     -^r^ 

BOX  49\  :     !>=- 

««0CIX  FALLS,  SO. 

(6«3>     335- 


.DAK,B710I  i *       '■''^'A 

i-7684  vT    >,         ^^^^^S 


VIC-20  &  C  64 

Stock  Portfolio  Manager 


EASY  TO  USE  *  *  *  ' 

Siock 

«  Shuti      Share     V        1 

\         % 

\    "1 

DoJIar 
CiunKT 

-1*7.50 
2,800.00 

IBM 

100            I12'>)      1 

200            20'^                3 

—  PROGRAM  FEATURES  — 

■   Current  Values 

(1)  Individual  Stock  (2)  Total  Portfolio 

•  Records  Dividend  Payments 

•  Handles  Stock  Splits 

•  Buy  &  Sell  Iti  forma  I  ion  By  Datt 

•  Works  Wnh  or  Without  Printer 

•  VIC  20  Requires  1(iK  RAM  Hitpansion 
Program  on  Cassette  Tape:  S29.9S  /  Disc:  $34.95 

SEND  CHECK  OR  MONEY  t>RDER  TO: 


BASIC  BYTE,  INC. 


P.O.  BOX  924,  SOUTHFIELD.  Ml  48037-0924 

Phone  Orders:  1-800-855-2246  Ext.  237 
Kansas  Residents:  1-«00-562-3421  Ext.  257 

VISA  AND  .MASTKRCrAHt)  ArCEPTEH 

-  DEALER  INQUIRIES  INVITED  - 


VIC-20 


6  GREAT  PROGRAMS  ON 
1  CASSETTEREG.m9s'9.95 


K    RAM  Rtg  II995 

NOW'68.00 

Retirement  Analysis 

12.95 

Car  Maintenance 

12.95 

loan  Calcufatttr 

12.95 

Gold/Silver  Trader 

12.95 

Tax  Free  Savings 

12.95 

Stock  Options 

12.95 

Equity  Accelerator  |8K) 

19.95 

Undlord  (8K) 

19J5 

Ifisurance  Domparisan  (8K] 

19.95 

fleal  Estate  Investor  |8K] 

13.95 

MC/VISA/MONEY  ORDERS/CHECKS/COD 

1000  ITEM  CATALOG 

Dealer  Inquiries  Invited 


Space  Shuttle  Software 

PC  Box  252  -  Cape  Canaveral.  FL  32920 


GAME  EXCHANGE 

Apple  -  Atari 

IBM-PC  -  VIC  -  TRS-80 

Disks/Cartridges 

Adventure  games  are  great  until 

solved.  Arcade  games  can  get  stale. 

Exchange  an  unwanted  game  for 

one  you  would  like  to  ploy. 

Write  For  Information 
Or 

Send  your  original  manufacturer's 
game  disk,  documentatior>,  a  list  of 
five  gomes  to  choose  your  ex- 
ctiange  from  &  $5.00  to: 

National  Home  Computer 

Game  Exchange 

P.O.  Box  20929 

Columbus.  OH  43220 


270    COMPUTf!     July  ^983 


SMALL 
BUSINESS 

PROGRAMS    lor    ATARP 


GENERAL  LEDGER  SYSTEM 

A  complete  systam  m  one  prpgraTi  Desagned  by  accounlanis  to 
handle  any  combinahon  of  ?00  Balance  Sheei,  Income  and  Expense 
acfBunts  Menu  driven  lor  easy  entry  Mainlatns  and  pnrts  to  Ihe 
screen  or  pnnief  Cash  Drstiursenierts  Cash  flecetpis.  Journa  tn 
Ifies  Trifli  Balance,  fntome  Sfafement  and  Balance  Stieei  Pu!  your 
cnmputCf  tf)  ■»vork  tor  ^■ou' 

48K,  DISKETTE  ONLY,  PRINTER  OPTIONAL 

0NLYS69.95 

MAIL  ORDER  INVENTORY 

With  this  new  system  you  get  resuils  Designed  lor  quick  inquiry 
and  update  Voii  mainiair\  current  mvenlory,  reenter  pom  IS  pari 
costs  selling  prtce  and  sales  inlormalion,  You  also  produce  picking 
lists  tfn&  to  buy  reports   sales  cjnd  in^-ffilory  repC'fts 

48K,  DISKEHE  ONLY,  PRINTER  OPTIONAL 

ONLY  $69.95 

BULK  BATE  MAILER 

Use  I  his  program  lo  rr'smtain  your  nuiilmi.)  IrSjSfSndprcson  by  zipcode 
^dd/delete/ifU]ury  Oy  partia'  tie<ds  o1  i.ijT  n,ime.  cily  or  zipccdc 


24K, 


DISKETTE  ONLY,  PRINTER 
0NLYS29.95 


YOU  SAVE  MONEY!  GET  ALL  THREE  ONLY  S150  00 


TRADEWINDS  SOFTWARE 

1205  H   Genessee   L  A     CA  9D046  (213}  656-Z139 
MasierCard      -      Visa      -      Ctiecks      -      C  0  0    s 


EPROM 
PROGRAMMER 

271 6  •  2732  •  2732A  DEVICES 

COMPLETE  SYSTEM 

READY  TO  READ,  VERIFY  or 
PROGRAM  YOUR  EPROMS 

ONLY  $79.95 

PLUGS  DIRECTLY  INTO  VIC-20 

NO  ADDITIONAL  PARTS  OR 

ACCESSORIES  NEEDED 
SOFTWARE  TAPE  INCLUDED 

ADAPTER  KIT  AVAILABLE  FOR  OTHER  6502 

BASED  COMPUTER  SYSTEMS 

PLEASE  INQUIRE  •  ADD  S3.50  FOR  SHIPPING 

MD  RESIDENCE  ADD  5%  TAX 


MWS  ELECTRONICS 

P,0,  BOX  418 
P0C0M0KE,MD,  21851 


VISA,  MC 
ACCEPTED 

301-632-0620 


VlC-20  IS  A  REGISTERED  TRADEMARK  OF  COMMODORE 


EUCHRE    FANSIII 

YOU'RE  GONNA  L^VE  OUR 
FIRST  OFFERING 

"EUCHRE  FOR  FOUR" 

(For  You  Alone) 
****** 

EXCELLENT  4-HAND  EUCHRE  FOR 
YOU  AND  YOUR  COMPUTER 

****** 

AVAILABLE  ON  DISKETTE 

OR  CASSETTE  FOR 

COMMODORE  64*  OR  EXPANDED 

VIC-20' (NEED  24K  EXP.) 

(PLEASE  SPECIFY  WHICH) 

VISA  $29.95  MC 

(NY  State  Residents  add  7%  Sales  Tax) 

HUTCHCRAFT  ASSOCIATES 

1 1 32  Dryden  Road    Ithaca.  NY  1 4850 
607  347-4782 

DEALER  INQUIRIES  WELCOME 

■TRADEMARKS  OF  COMMODORE  BUSJNESS  MACHINES 


Newl  Unique!  Joy  Stick  Holder 


TRAV  APPROK    10 


JOV  STICK  NOT  INCLUDED 


Only  $9.95  each 

•For  use  on  -  Atari  400/800.  Vic-30  Computer,  Radio  Shack, 
Texas  Instruments.   Sears  Video  Arcade  &  Atari  VCS 
'Greater  Accuracy      'Reduces  Fatigue    'Just  Snap  m  Place 
'Real  Arcade  Action   "Higher  Scoring      *Resls  on  lap 

•  ^ HI  ■  DEALER  JNOUIRtES  INVITED!  ^VM  ■ 
Send  check  or  money  order  fof  $9  96  +  52  00  (Postage 
and  Handling)  -  Total  Si  1.95  each 
TO   TREND-TEK  CORP. 

P  O  Box  1393,  N.  Miami  Beach.  FL  33160-1393 

PLEASE  PftlNT 

Enclosed  is  my  check  for  S  . . 

Please  send  nr*e  . _^ Joy  Stick  Holders, 

Name 


City 


T RAY  CpLOPt  MAY  VARY 


.Zip. 


SORRY  NO  CO  D  s  . 


STOP  LOOKING! 

THIS    IS 

liJarE   Its    fltl 

FOR    THE 

COMMODORE  64 

BATTKkJKS  INCLUDED:   PapurCllp  <n. 

Sophiaitcated,  comprehensive  Vl\ 105.00 

^iOUTJIERJJ  SOLUTTOISS:   Businessman 
QualiLy,  understandable  general  ledger. ...  105.00 
ACCESS;   Spritemaster 

Coctplete,  stick-driven  animation  utility.,  28.75 
Neutral  Zone 

Exotic  3-1)  space  action  drama,...- 27.95 

LUNA:   Hyper-Hen 

Split-second  dodging  of  hawke,  coyotes....  15.95 

Firefighter  64 
CraphU*  strategy  game — against  the  clock!.  15.95 

Pedestrian  6A 
Cars,  etc.,  will  keep  you  hopping  quickly.  15.95 
KLKCTll\  PRODUCTS;   TrJRa  Conunand  Joystick.  15,00 
N'UFLKOP;   3-n  6^  Man;  Exterminator  64; 
Ue fender  on  Tri  -  rave  reviews  for  tKesc.  i.5,95 


S^LUarE  Its    flt!^ 


Order   Line   -  HC/VISA  add    JZ    (A09)    763-0291 
Call:    Leave  naae ^address .order, card #   and  exp.date 

P.O.    Box  27 
Free  Galveston,    TX     77550  Check, MO 

CTtiilog  PRICES   SUBJECT  TO  QIANCE  $1.50   S&H 


*     *     VIC  20     *      * 
HARDWARi:  BEATCOTAPE  BACK* UP  SYSTEM® 

'  Does  This  Sound  Famihai^  Ycxjr  dog  jus!  chewed  up  your  "Super 
Siar  Raiders  tape  Or  your  tuddinq  computer  gemus  just  erased  your 
new  S20  Wtii;  Koog '  tape  So  ycu  gel  your  back-up  cop:^  and  make 
another  working  tape  —  nghP  Ofi  —  you  couidn  1  back-up  those 
programs  Your  |ust  out  \be  mone/  Well  now  you  cari  -  with  the 
8EATCO  and  the  cost  is  only  S2395  A  second  recorder  is 
required  lor  makirtg  back-up  (apes  Hardware  is  compatabte  with 
enisling  Comrnodore  cassette  pofis  S23  95 

SOFTWARE: 

MEMORY  CUBES-A  fiigh  resolution  gralhc  game  which  otters 
bolt)  educaiionai  and  recreahonal  enioymertl  tpr  both  yourtg  and  old 
alike  Has  random  reset  of  cotor  and  game  boardl  so  every  game  is 
different  Can  be  played  by  one  or  two  players  with  exciting  sound 
affects  to  tantalize  yoi;r  senses  A  game  of  concentration  that 
ctiailenges  the  mind  in  an  enieriaming  lashioa  This  is  a  truly 
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Advertisers  Index 


Reader  Service  Number/  Advertiser      Page 

Aardvark ....,.,,,..,, 133 

Abacus  Software 145 

102 AB Compulers   ....- 208,209 

Access  Software  Inc. ......65 

Accolode 262 

Advanced Arcadeware  .„.,. ....262 

Adventure  International .37 

Adventure  International  , 71 

Adventures 151 

American  Data  Cable,  fnc ,,..., 268 

103  Americon  Peripherals 141 

ANAL.O.G. Software 41 

Anttiro-Digital .175 

Apple Countiy  Ltd 261 

104 Apropos Technofogy 117 

105  Arbutus  Total  Soft,  Inc , , 270 

Arctiives 259 

Aries  Marketi  ng  Co 268 

Atari  Connputer  Camps 256 

Atari  Ser^/ice  Centers , , 7 

106Atto-Soft 187 

BAZ  Electronics 269 

107 Basic Bytejnc. 270 

Basic  Electronic  Business  Systems,  Inc.  .......  264 

Batteries  Included 29 

B.  DaJton  Bookseller   ....,„.. 231 

B.  Dolton  Bookseller 183 

10B  Big  Ffve  Software  ........87 

Billy  Soft ...220 

B.L&W. 263 

Boston  Educational  Computing,  Inc 149 

109 Br(6derbund Software 31 

llOCordcalno 11 

Cass-A-Tapes 260 

111  Century  Micro  Products  ....... 266 

112  Century  Micro .229 

City  Software .....,..,62 

113Comm*Data 39 

114  Commodore  Business  Machines  BC 

115  Compu  Sense 207 

116CompuSense .........229 

117 Compu  Sense 234 

11$  Compu  Sense .....179 

119  Compu  Sense 227 

120  CompuServe  ...............24,25 

121ComputAbility 201 

122  Computer  Cose  Company , 52 

Computer  Creations  Inc 258 

123  The  Computer  Express 269 

Computer  Mail  Order 114.115 

Computer  Marketing  Services,  Inc 161 

Computer  Marketing  Services,  Inc.  ...........  163 

124  ComputerMot  ,. 213 

Computer  Outlet 99 

Computer  Outlet 100,101 

125  Computer  Palace 223 

126  Computer  Shoppe 158 

Computer  Soffwo  re  Associates 105 

127ComStor 265 

128  Continental  Software ........69 

Cosmic  Computers  Un ltd. 238 

Creative  Software 81 

Crosstech  Graphics - ...229 

129CR.P - .269 

Data  Equipment  Supply  Corp. 206 

ISODatolock .84 

Dotosoft  Inc 35 

131  Digital  Interface  Systems  Co. 21 3 

Diskmakers 255 

DM t  Software  Inc 265 

132  Don't  Ask  Computer  Software 125 

Dynacomp 23 

133  Dynamic  Technologies 194 

East  Coast  Software  ....„.,. 191 

Eastern  House ...-- 257 

Eduprc 147 

Elcomp  Publishing:  inc 113 

Electronic  Arts 13,14 

E'M  Technologies 270 

134  Eric  Martin's 267 

Expotek , ....260 

Fantasy  ComputerworG 270 

Fox  Games 32,33 

Foxfire  Systems,  Inc ..251 

272     COMPimi    July  1983 


Reader  Service  Number/  Advertiser      Page 

135  French  Silk 122 

136  French  Silk 215 

Frontrunner  Computer  Industries 187 

Gator  Marketing  Enterprizea  Inc.  ...............  75 

137  Genesis  Computer  Corp, 27 

Get  Computerized  Inc 268 

Gladslone  Electronics 263 

Hanna  Enterprises 227 

138  Happy  Computing 190 

Home  Computer  Services 271 

139  Harmony  Video  &  Computers 211 

Human  Engineered  Software 47 

Hutchcraft  Associortes ..271 

140  Hytec  Systems 153 

IJG 189 

141  Indus-Tool  Corp. .....173 

Infdcom,  Inc .-.-.-.  66,67 

Intelligent  Statements 21 

Interesting  Software 225 

142  Isis  Hathor  Digital  Productions 107 

J.  C.  Precision 255 

143  Jni  Micro-Systems,  Inc 159 

144  Just  Another  Software  Co. 270 

145Kalglo 75 

146  The  Kinetic  Screen 123 

Koata  Technologies  Corporation 43 

Leoding  Edge  Products,  Inc IFC 

leading  Edge  Products.  Jnc IBC 

Lightning  Software 27 

limbic  Systems  Inc 135 

147  Load  20 238 

148  Luna  Software 77 

LycoComputer 130,131 

149  Macro  Dynamics —  227 

Mocrotronics.  Inc. 238 

150  Maxell 15 

Memotech  Corporation 53 

151  Micro-80  fnc 234 

Micro  Merchant  ...,,.... 259 

Microbits Peripheral  Products 89 

152  Micro  Systems  Development,  Inc  .............  155 

Microtechnic  Solutions  Inc,  251 

153  Micro-Wore  Distributing  Inc 61 

154  Micro  World  Electroni)clnc. 232 

Midnight-OiUnc ..,.90 

155  Midwest  Micro  Inc. 185 

M  idwest  Peripheral  Industries  ..................  185 

156  Miles  Computing  . ....164 

MindGomesCo. 269 

157  Missing  Link  Products ..156 

158  MMG  Micro  Software ...167 

159  Monarch  Data  Systems 20 

Mosaic  Electronics,  Inc. 4 

The  Music  Workshop 271 

MWS  Electronics ...271 

National  Home  Computer  Game 

Exchange 270 

160  Nibbles  St  Bits,  Inc 106 

NCJfekop - ....83 

Olympic  Soles  Company 184 

Omega  International  . , 19 

OMNI  Unlimited 207 

Onslow  Comtek 229 

161  Optim  ized  Systems  Software.  Inc. 109 

PACE ....73 

Pacific  Exchanges 190 

Pacific  Exchanges 251 

Poks  Unlimited 268 

162  Porsec  Research 234 

Performance  Micro  Products 269 

Peripheral  Products 269 

163  Persona  I  Peripheral  Products  268 

164  Pixell  Software 207 

Powerbyte 234 

PR.Softwore 266 

165  Precision  Software  Limited 157 

166  Precision  Software  Limited 181 

167  Professional  Micro  Service 269 

Professional  Software  Inc 1 

Professional  Software  Inc 9 

Program  Design,  Inc. 189 

Thte  Program  Store 111 

168  Programmer's  Institute 137 

169  Programmer's  Institute 143 


Reader  Service  Number/  Advertiser      Page 

170  Progressive  Peripherals  St  Software  266 

171  Protecto Enterprizes 121 

172  Protecto  Enterprizes 127 

173  Protecto  Enterprizes 139 

174  Protecto  Enterpri2es 119 

175  Public  Domain  Inc. 40 

176  Quality  Computers 258 

Questor International 237 

Ropidwrifer 207 

Raymiak 251 

177 RCE .......91 

Richvale  Telecommunications 63 

178  Sector  1 .........187 

Sierra  On-Line,  Inc. ...79 

179  Sim  Computer  Products 263 

Sirius Software 65 

ISO  SJB  Distributors  Inc 219 

181  Skyles  Electric  Works 57 

1S2  Soft'Aware 215 

183  Sottroders  International .269 

Softroalnc. , 234 

SoftwareCity 121 

Software  Consultants .118 

184  The  Software  Co-op  .,. 177 

The  SoUwo re  Exchange 251 

Software  Plus 268 

Software  To  Go ....225 

Softworeverbund  Mtcrocomputef 164 

Softworeverbund  Microcomputef 173 

Softworeverbund  Microcomputer 258 

Southern  Solutions  59 

185  Southwest  Micro  Systems,  Inc 106 

Space  Shuttle  Software 270 

Spectra  Video 49 

Spinnaker 2,3 

186  Star  Micronics . ,  51 

187Suncom  Incorporated 75 

Sunny  Software 271 

SuperCord 193 

Susie  Software  , .268 

Telegames  Software 183 

Thorn  EMI ...94,95 

188T,I.S,!nc 270 

Topologic  Inc.  .,,..........,..,. ,122 

Toronto  Pet  Users  Group 183 

189  Toil  Software  Inc. 163 

Tradewinds  Software 271 

Trend-Tek  Corp 271 

Tronlx ...44,46 

Unicomm  Inc 173 

Universal  Software 175 

190  Users  Group  Worehouse 262 

US  Technologies 247 

191  Vicfory  Software  Corp. 227 

Village  Office  Machines 270 

Voice  World  215 

192  Ware  irs  At! 271 

Wave  Computers  Inc ., ...  271 

193  World  Electronics .,....,  268 

194 York  10  Computerware 97 

Zoxis .......................52 

Zephyr  Micros 267 

Ziza  Presents  Ire , 269 


COMPUTErs  First  Book  of  VIC 

....  210 

COMPUTErs  Second  Book  of  Atorl   

...  169 

Home  Energy  Applications 

...264 

Machine  Language  for  tieginners  

...  195 

Programmer's  Reference  Guide  to  ttie 

T1-99/4A 

...245 

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"NEVER' 


forgets: 


MORE  nUNJUSTMIOTHBt  PRETTY  FRGE. 


Says  who?  Says  ANSI. 

Specifically,  subcommittee  X3B8  of  the  American 
National  Standards  Institute  (ANSI)  says  so.  The  fact 
is  all  Elephant^^  floppies  meet  or  exceed  the  specs 
required  to  meet  or  exceed  all  their  standards. 

But  just  who  is  "subcommittee  X3B8"  to  issue  such 
pronouncements? 

They're  a  group  of  people  representing  a  large, 
well-balanced  cross  section  of  disciplines— from 
acodemia,  government  agencies,  and  the  computer 
industry.  People  from  places  like  IBM,  Hewlett-Packard, 
3M,  Lawrence  Livermore  Labs,  The  U.S.  Department 
of  Defense,  Honeywell  and  The  Association  of  Com- 
puter Programmers  and  Analysts.  In  short,  it's  a  bunch 
of  high-caliber  nitpickers  whose  mission,  it  seems,  in 
order  to  make  better  disks  for  consumers,  is  also  to 


make  life  miserable  for  everyone  in  the  disk-making 
business. 

How?  By  gathering  together  periodically  (often, 
one  suspects,  under  the  full  moon)  to  concoct  more 
and  more  rules  to  increase  the  quality  of  flexible 
disks.  Their  most  recent  rule  book  runs  over  20  single- 
spaced  pages— listing,  and  insisting  upon— hundreds 
upon  hundreds  of  standards  a  disk  must  meet  in 
order  to  be  blessed  by  ANSI.  (And  thereby  be  token 
seriously  by  people  who  take  disks  seriously.) 

In  fact,  if  you'd  like  a  copy  of  this  formidable  docu- 
ment, for  free,  just  let  us  know  and  we'll  send  you 
one*  Because  once  you  know  what  it  takes  to  make 
an  Elephant  for  ANSI . . . 

We  think  you'll  wont  us  to  make  some  Elephants 
for  you. 


OEPHANT.  HEJWYDUTYDBIQ. 

For  a  free  poster-size  portrait  of  our  powerful  pachydenm,  please  write  us. 

Distributed  Exclusively  by  Leading  Edge  Products,  Inc.,  225  Turnpike  Street,  Canton,  Massachusetts  02021 

Call:  toll-free  1-800-343-6833;  or  in  Massachusetts  call  collect  (617)  828-8150.  Telex  951-624. 


F  PERSONAL^ 
ARE  FOR  E^ 

r»y;x<«7:i*(: 

1 

APPLE*  He  64K 


A  personal  computer 
is  supposed  to  be  a 
computer  for  persons. 
Not  just  wealthy 
persons.  Or  whiz-kid 
persons.  Or  privileged 
persons. 

But  person  persons 

in  other  words,  all  the  persons  whom 
Apple,  IBM,  and  Radio  Shack  seem  to 
have  forgotten  about  (including,  most 
likely  you). 

But  that's  okay  Because  now  you  can 
get  a  high-powered  home  computer 
withouf  taking  out  a  second  nnortgage 
on  your  home. 

It's  the  Commodore  64.  We're  not 
talking  about  a  low-priced  computer  that 
can  barely  retain  a  phone  number 
We're  talking  about  a  memon/  of  64K. 
Which  means 't  can  perform  tasks  most 


:J»^'y<' 


$1395*  $999*   $1355 


TRS-80®IIM6K 


other  home  computers  can't.  Including 
some  of  those  that  cost  a  lot  more. 
(Take  another  look  at  the  three  comput- 
ers above,) 

By  itself,  the  Commodore  64  is  ali 
the  computer  you'll  ever  need.  Yet.  if 
you  do  want  to  expand  its  capabilities 
some  day.  you  can  do  so  by  adding  a 
full  complement  of  Commodore  pe- 
ripherals. Such  as  disk  drives.  Modems. 
And  printers. 

You  can  also  play  terrific  games  on 
the  Commodore  64.  Many  of  which 


Will  be  far  mora 
challenging  than 
those  you  could 
"    ever  play  on  a 
game  machine  alone. 
And  as  great  as  al! 

IRM®  PC  Rdk       ^^'^  sounds,  what's 
iDivi   ru  o*nv       ^ygp  greater-sounding 

is  the  price.  It's  hundreds  of  dollars  less 
than  that  of  our  nearest  competitor 

So  while  other  companies  are  trying 
to  take  advantage  of  the  computer 
revolution,  it  seems  to  us  they're  really 
taking  advantage  of  something  else: 

Their  customers. 


ApDfe  'S  a  regjstered  trademark  of  Apple  Compuier.  Inc 

TRS-8G  IS  a  registered  trademark  of  Tgndv  Cofp  (BM  "sa  registered  trademark:  of  tmemationai  Business  Machines  Corp 


■Manafacturers*  suggested  lisi  prices  as  of  March  20. 1983. 
Monitor  included  with  TRS-80  U\  only  ComnxxJore  Business 
Mach'nes.  PQ  Box  5O0R.  Conshohocken  PA  19428, 
Canada-3370  Pharn-acy  Avenue.  Agif^court.  Om  .  Can.  M1W2K4. 

re  commodore 

^  COMPUTER 


vM5u  can't  buy  a  better  qemputei^at  twice  the  pace.